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Caiman

Caiman

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Caiman
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  • She's beating you to death with the physical manifestation of her curse. She's smacking you with an abstract concept. It's like being able to cut someone with the color purple.

  • It's a perfectly fine perk. It's just not run often because it's an altruistic perk that doesn't do anything to directly help the survivor running it.

  • Sweat production has doubled, at least. As killer I'm going into matches, seeing everyone bring cakes and party streamers, and I think "Oh these guys are cool, I'll play easy" and then it's Genrush Central and I'm gasping for air just trying to keep up with the pace of the games. My last survivor match was double iri Michael Myers facecamping me on hook because if I unhook myself he'll just Tombstone me.

    Things haven't been very fun. The red everywhere is disorienting. I'm pretty sure a survivor sent me to Borgo because they knew how blindly red it is right now and wanted to torture me. And I'm still waiting on these stupid bloody eyeballs to be reactivated, they're clogging up my bloodwebs.

  • I do think Pain Res and Pop could be toned down a little. I know these perks are necessary to stand a chance against good survivor teams but against average survivors, the combo is truly oppressive. Sometimes I wish we had original Pain Res back, or a hybrid of current and old. Less regression but bring back the scream notification so the killer knows which generator to pressure, keep the 4 tokens if it really needs a limit.

  • I saw a couple of survivors last week who kept flying through the air and slug-crawling at Mach 1 whenever they were downed. As I was also a survivor, I wasn't sure what to do, because I didn't want to lose the game but I felt scummy benefiting from their hacks. Didn't matter in the end though because I was the only survivor who got killed at the end of the match, and I can't be mad about it because I felt bad for that killer. I was tempted to let them kill me at the end anyway if they didn't catch me.

    Reported the both of them, and I recently got a couple of report feedback messages, so hopefully they're banned now. Though we all know that these people like to just make new accounts and get back to it.

  • I don't want to see him reworked because i fear it could create a new Skull Merchant situation. Better to just keep tweaking him, searching for that sweetspot of "balanced but enjoyable".

    It would be really nice if we could press a button to have the cameras automatically lock onto and track survivors while looking through them, because doing so on a gamepad is extremely finicky and frustrating. One little twitch of the stick and I'm staring half a mile in the wrong direction from where I was trying to look at the survivor.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682863#Comment_3682863

    Nah, it is just that everything gets turned off in Endgame. Just so the Killer can feel somewhat good about a pity Kill.

    Yes, I understand that there is nothing else to do at this point, but it is funny that Killers think it is fine that they suck all game and then think they deserve that one Kill.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682871#Comment_3682871

    "You do realise one could easily turn around and say the AFC is a pity unhook don't you?"

    Not really?

    And well, comparing Comp to Public Matches is already wrong.

    Nah, it is just that everything gets turned off in Endgame. Just so the Killer can feel somewhat good about a pity Kill.

    Yes, I understand that there is nothing else to do at this point, but it is funny that Killers think it is fine that they suck all game and then think they deserve that one Kill.

    Okay, let me write in an addendum to the rulebook here:

    • If the killer has hooked a survivor in endgame and they have not killed anyone else, the killer must immediately walk away from the hook and stand in the corner, staring at the wall until the timer runs out, for they have not met the SKILL QUOTA to earn the kill and thus do not deserve it.
    • I deserve to escape though, because I'm way better at the game than them even though I let myself be put in the loss state in endgame. That doesn't matter.
  • @GeneralV said:

    It is annoying and I refuse to do it myself, but ya can't really blame a killer for facecamping at the end of the game. There isn't really anything else they can do.

    However, I still think DS shouldn't disable at the end game. Tunneling should always have a risk, and you should be allowed to use the perk if it lasted until the end.

    Why should the anti-tunnel perk activate when you weren't tunneled the entire match? If you reached endgame without it, you didn't need it, because you weren't tunneled, and tunneling doesn't exist in the endgame.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682854#Comment_3682854

    Odd, I seem to remember a similar argument about winning not always being possible when DS still worked during end game. You know, something about "if you don't want this to happen to you don't allow survivors to reach end game and still have DS ready"?

    Unwinnable situations for thee but not for me?

    You can take that up with the devs by making a feedback thread asking for DS to be reverted. Enjoy.

  • @Aven_Fallen said:

    Yeah, the Killer is allowed to have a pity Kill. This Billy played well, you are his 3rd Hook while he lost 5 Gens. Of course he deserves a Kill with every somewhat meaningful Survivor Defense disabled at this point.

    (I understand why they are disabled, but yet a Killer who failed all game is always allowed to have a pity Kill at Endgame...)

    @Gabe_Soma said:

    4 stages to the end, I'd say this billy really deserved this pity kill, straight from the hand-holding bhvr company.

    New entry in the Survivor Rulebook:

    • The Killer is not allowed to kill Survivors without first meeting the Survivors' arbitrary standard of "skill" by earning an arbitrary number of hooks.
  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682595#Comment_3682595

    People say that 3% was so overwhelming but hello, Boon: Dark Theory is a thing and in some ways better than MfT was (no risk as it doesn’t require injury for the haste boost). Why don’t I see killers complaining about it?

    Because Dark Theory has a set-up, only works in specific places, has a limited area of effect, has a weaker Haste effect, and can be disabled by the killer.

    Or to put it simply: it is not better than MFT, not at all, not even close, and to pretend it is is laughable.

  • Endgame is the most dangerous time to get hooked because the killer has nothing better to do than make sure you die. They are under no obligation to turn around and stare at a wall, allowing your teammates to come rescue you. If you do not want this to happen to you, then you have to do your best to not get hooked in endgame. This is not always possible, but winning is not always possible. That's the nature of a PvP video game.

  • I didn't consider that. Hopefully it's just something like "escape the trial while using perk" rather than a requirement to use it.

    But worst-case scenario... it will be a funny few weeks, at least.

  • Pallets exist to prolong chases. If you used the pallet to stop the killer from hitting you, that was a good use of the pallet. If you need to use shack pallet at the beginning of the match to save yourself from being downed, then do it. "What if I need it later?" is nonsense when you need it right now.

  • As killer, if one or two survivors DC or let themselves die early into the match, I will sometimes go easier on the remaining survivors and let them go. It depends on my mood and if I'm trying to do anything in the match so I'm not consistent about it.

    If the match is down to the last survivor and I've closed the hatch and gotten into a chase with them, I will mindlessly bulldoze through every pallet they lead me to, letting them bonk me on the head every time. They're going to die anyway so I may as well let them earn some last-minute points, plus I get to break the pallets for my own score.

  • Is the killer's face supposed to magnetize onto the pallet when it's dropped? Is that's what's being asked for here?

  • If you think killer is too easy, keep playing it. Either you realize you're a DbD master or the problem solves itself.

  • @brokedownpalace said:

    Other than the lackluster bp gain, I like it more. LNY was stale (but so are most events). I’d prefer a more unique look than the same few seasonal events every year.

    I would prefer this Blood Moon event over Lunar New Year, if it was better designed in terms of mechanics and BP rewards.

  • @Blueberry said:

    Seems weak to me. Easy to dodge, easy to remove the debuff. Predictable teleports. Super loopable on circular objects like rocks, good on block shaped loops like gyms. I’ve watched the videos of people claiming he’s good and it’s usually just survivors playing bad making him look good. I think he needs some good buffs. His design also leads him to be one of those killers like singularity where he’s rarely going to be seen post this recent launch.

    All I would buff about him is increasing the time to remove Weakened from a minimum of 10 seconds to 12 seconds, so that the window of UVX shots is a little less tight. And maybe have UVX injures add 8 seconds instead of 6. Otherwise, overall, I think he's alright and doesn't need a whole lot of work. But he won't be as neglected as Singularity, because he's not nearly as complicated and his counterplay isn't as frustrating to deal with.

  • Bloodpoints are the point. BHVR bragged about how many Bloodpoints this event would reward like it would be special for it but it doesn't reward any more than any other event, it might even earn less.

  • He has a global TP that grands killer instinct when survivors are stood around effigies

    The killer instinct only activates if a survivor cancels destroying a hallucination.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679482#Comment_3679482

    They seem to get refunded, like how a "survivors spawn in pairs" offering gets refunded if one of your teammates brings a "all survivors spawn together" offering. At least, when I saw someone bring one into a streamer's game it played the "refunding offering" animation. Still stinks that you don't get the bonus, but you didn't lose the offering.

    Yes, I just noticed it for myself, but thank you for informing me. That makes me feel better. Still disappointing though.

  • Good thing I heard of this after wasting only one Escape Cake.

    Good job BHVR, completely destroying BP offerings during the BP event.

  • I think it will all blow over by the end of the month.

  • I like The Unknown's music. I don't know what the instruments are but it sounds like someone erratically and violently sawing a violin or cello, which I think fits the character perfectly, looking like a disgustingly distorted human. I don't think it's "washing machine" at all, it's not fast enough or loud enough for that, it feels more subtle. Everything about The Unknown feels warped and twisted, from its appearance to its music.

    I do also agree that Knight's chase music doesn't feel complete without the constant clank clank clank of his armor as he approaches behind you. His angry guttural growls and grunts also add to the music. And Dredge is definitely one of the best-designed killers in the game, both in visuals and audio. Just a shame his gameplay is mediocre which turns me off from playing him, otherwise he'd be one of my mains.

    Ghost Face's terror radius music is good but his chase music is the bland washing machine everyone complains it is. I also really don't like Trickster's and Artist's music, it's more grating than intimidating. Doctor's is a borderline case.

  • Unknown's aesthetic being twisted humans who may be body-hijacked by some kind of demon/alien is cool but I also like the suggestion of making straight-up monster/cryptid cosmetics for it too. Some kind of spider monster would be great.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678742#Comment_3678742

    Absolutly, it is based on opinions, and everyone has a different taste.

    However, if we nail it down to what the majority preferes, Oni, Huntress, Blight or Wesker easily are more well recevied then Alien for example. At least acording to surveys about which killer are most fun to play against.

    Personally I hate playing against all those killers, except Wesker. So I'd rather not have more of those.

  • I'll be real, I don't think Slipknot will get the same amount of respect as Iron Maiden did. Not because BHVR didn't want to, but because I think Slipknot didn't want it. I think the collab will be killer cosmetics and nothing more. Don't get your hopes too high.

  • I'm having more fun playing Unknown than I do Singularity, so I disagree.

  • Add this effect to Self-Preservation so that perk can finally do something.

  • Killer is more stressful because there's more pressure. I play exclusively SoloQ as survivor and while it can be frustrating and upsetting, losing as survivor isn't a big deal; the game is designed to be easy for survivors to lose so when it happens it's not that much of an issue, just move on to the next mach. But losing as killer means a high chance of four jerks pointing and laughing at you because you're playing the "power role" but still lost. And you can't leave the match until they're done pointing and laughing at you.

    I often pick the frustration of SoloQ over the pressure of killer.

  • For the sake of consistency.

  • I'm terrible aiming the UVX but its teleport alone makes him fun to play as.

  • Yes, Invocations deserve a significant BP reward for the effort they require.

    I'm also still annoyed Chemical Trap doesn't reward BP either.

  • Dodge the goo. If you don't dodge the goo, look at The Unknown a few times. Get rid of fakes when it's safe. Don't run into fakes when it's unsafe.

    That's pretty much it.

  • The yellow tape is ugly as hell, looks out of place on most maps, and isn't necessary in the majority of places it's put. I'm starting to resent Resident Evil for inspiring DbD's map designers to keep copy-pasting this crap everywhere.

    Signposting vault locations is good but you don't need to lazily re-use the same dumb thing on every map. You can make different things that match the map's aesthetics.

  • Great aesthetics. Main building is crap to play on, needs work.

    Every shack should have a breakable wall like Dead Dawg's.

  • A big cramped confusing glitchy mess that's obnoxious to navigate, let alone play. It needed a serious overhaul before being brought back.

  • Main building loves to lag my game on console.

  • Main building is terrible. Everything south of the main building is terrible. And the bushes are terrible.

  • Never make a red map ever again.

  • Cool design but it tanks performance on console so I can't enjoy playing on it very much. It's somewhat too big, and the level geometry's collision is terrible. Wish there was more Nostromo and less outdoors. The lighting is also too bright, it's eye-straining.

  • All traps should spawn on the map already armed.

  • I'll be buying it, though I'm not sure if I'll use shards or money. I have just enough spare dollars lying around to get it, so if it comes with a nice bonus cosmetic for the characters, I might use cash. The Unknown seems difficult but not overly so and his teleport power looks fun. Sable is funny and I want to try her out for laughs.

  • @SolidRazo said:

    The perk just needs to activate on both hook states instead of the last one then it’d be a good perk because it’ll work similarly to dead hard.

    Seconded.

  • I think a killer's action should override a survivor's action, so kicking a gen should force survivors off it and picking up a survivor should force healing survivors off.

    But being injured should not limit survivor actions, I don't think there's any problem there. If the killer can't stop them in time then they can't stop them in time. Just how it goes.

  • I've seen a jungle gym spawn next to shack with the perfect window orientation to create one of the worst loops I've ever seen in this game, and I've hated this map ever since. I think that match single-handedly killed my desire to play Ghost Face.

  • Happy to help. Just to be perfectly clear: timers are back to normal at 2 minutes and 30 seconds, but Pig cannot see the Jigsaw Boxes' auras anymore, that's still removed.

    There is a chance BHVR might change their minds and extend the timers again, they say Pig is still on the watchlist. Unfair if you ask me. They should instead take the other suggestions given and make Jigsaw Box searches not lose progress if interrupted. That counters the scream builds much better than making the timers longer.

    in OINK Comment by Caiman
  • The nerf to the timers making them longer is reverted. You can figure out common Jigsaw Box locations and check them yourself.

    in OINK Comment by Caiman
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