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Caiman

Caiman

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Caiman
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  • @Coffeecrashing said:

    I hope everyone is aware that Appeal to Authority is a logical fallacy. Being very emotionally attached to a specific killer, or spending an enormous amount of time playing a specific killer, doesn’t mean that person understands that killer better than other people. And it certainly doesn’t mean their opinions should count more than other people’s opinions.

    It's only a fallacy if the authority is irrelevant to the subject being discussed. Disregarding a person's experience and knowledge pertaining to a discussion is equally fallacious.

    in OINK Comment by Caiman
  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671560#Comment_3671560

    I find it hard to believe the recoil was that bad on console when they even got reduced recoil compared to PC. Just sounds like a skill issue. Pretty sure even a content creator made a video on it and the difference between pc and console was night and day.

    It was that bad.

  • @Ohyakno said:

    I have been fully bled out like maybe five times in my entire time in DBD. No, it is not common.

    Same here, only experienced it a few times in my year of playing. The first time I remember it happening was a Skull Merchant, which is apparently normal for them. Another couple of times was Dredge, weirdly. Not sure why, I don't run annoying combos or flashlights and I can barely get a pallet stun. Must be aimless spite.

  • @Seraphor said:

    Nah, I always have a blast on Hawkins.

    Apart of the bugged jigsaw box placement, it's fine.

    This player base has a serious "everything that inconveniences me is awful" problem.

    Yes, I am very inconvenienced when Jigsaw Boxes spawn inside lockers, and Sadako TVs spawn inside generators, and I can't put Xenomorph turrets anywhere because the corridors are too cramped or cluttered.

    It is extremely inconvenient when I cannot play the game properly due to poor dev design.

  • @[Deleted User] said:

    You have to consider that playing with 3 perks will affect the trial up until the 4th perk activates. Yes, a lot of really bad killers run NOED, but that's not always the case. Someone might only have a 1k heading into endgame *because* they played with 3 perks up until that point.

    I know the perk feels bad when you get hit by it, but most of the time it's a bad killer player securing 1k or 2k in my experience. Not super problematic from a balance perspective. It's on the survivors if it's taking a 0k to a 4k. That involves from catastrophic positioning and not running away from the TR.

    The funniest way NOED can turn around an endgame is if the survivors try to take bodyblocks and protection hits while chasing someone towards the gate before they're aware NOED is active.

  • @humanbeing1704 said:

    The perk is pretty decent if it worked both hook states it would be nice

    Like Dead Hard? Yeah, I'd like that. Could semi-counter Fearmonger.

  • Sometimes survivors have lots of opportunities to fix gens, sometimes they don't. It's part of DbD's unpredictability. it's very difficult to measure the exact reasons why or how it happens because there's so many inconsistent factors involved.

  • @Hexonthebeach said:

    I thought the same. The forest map was somthing new. But a few things feels mixed and unfinished ideas now. I didn't played it but the objects are just placed everywhere and I'm missing some effects or lighting that reminds to a dream or surreal world. The sky is pretty dull, there are no space rifts or holes except a few in the buildings that would make this map special.

    But I think it's looking good the Theatre and the square with the benches. I would like this more in a normal city map than mixed together with the forest parts. That was just my first impression from showcases.

    It would be funny if the map had objects or tiles that are changing or dissapear. "Eh, wasn't there a window before?"

    I know some people were hoping the locations from the teasers would be parts of the map, such as the diner or the campgrounds or the college. I read people hoping for a rural small-town map like Haddonfield (but better). So instead we got the weird topsy-turvy map with a movie theater but the theater is cool enough on its own, in my opinion. I think the theater and its parking lot should be more central to the map than tucked away to the edge, though, because the gen spread on Greenville Square looked weird to me from the videos I watched.

  • He's still very difficult to play on controller. The removal of recoil helps, but it still feels like trying to steer a shopping cart like a racecar.

    Also I hate his character. The All-Kill chapter was a shameless cash-in on the K-pop fad and I think his lore is lame and uninteresting. I considered him the worst killer in the game until Skull Merchant came along.

  • I have tried using it a handful of times. I'm not a good looper so it's very risky for me, but I do admit that it is fun to shoot off double Sprint Bursts against a killer and just zoom across the map. Especially if I'm lucky enough to do it towards the exit gates and escape. It's not good, but it's entertaining.

  • Each killer at least needs some kind of "guide" page that outlines general strategies for their power, like a more in-depth version of the loading screen tooltips.

  • Just open the door and leave.

  • The most reasonable explanation I have heard is they want to make Huntress easier for new players to try because she's free so a lot of new players will naturally try her out, because positive first impressions help with player retention. But I think this is nonsense because Huntress is perfectly fine if you take time to get good as her.

  • I didn't play DBD back when Stranger Things first arrived, so I had no nostalgia blinding me at all when it first returned. I couldn't even remember watching Stranger Things, it's been so long.

    But then I got to play a couple of matches on Hawkins for the first time and all I could think was, "Wow, all those posts saying this map was bad were right, this place sucks!"

  • @Yharwick said:

    You think you want this but then you get swamp and can't see anything with the low PoV because the grass is taller than you and it's miserable.

    One of the reasons I stopped playing Xeno. Crawling sucks.

  • No, and that is the point. It's a part of the Shattered Isle Realm, whose whole aesthetic is random real-world places and things jammed together in weird ways that don't make sense at all. It's why there's arcade machines out in the woods and cars floating in the sky, it's all slapped together and illogical, even more than other Realms.

  • I'm still waiting on this, along with equalizing survivor volumes.

    Any day now...

  • @Gabe_Soma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670700#Comment_3670700

    Of the people the comment was referring to of course, in this case the Pig's players.

    Don't throw stones in glass houses.

    in OINK Comment by Caiman
  • I think it's a good soloQ perk. Whenever I'm injured and unable to find teammates to heal, I'll tend to rummage through chests hoping for a medkit, including the one in the basement. So a perk that just lets me go to the basement to heal is cutting the middle-man. I will have to give it some time first, though, because 3 new basement perks means everyone, killer included, is going to be in the basement for the first month of the game. It'll get better later on. I think it's Sable's best perk.

  • It should have remained at 15 charges. I hope that BHVR continues taking feedback into account and buffs it again after release. Then it might be in a good spot. I still want to try to use it, particularly in 3-gen scenarios, to see how much it can do.

    Making the Broken temporary is also a good idea but I'd make it a hefty timer of 120 seconds.

  • @BubMickey07 said:

    I did report then

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668909#Comment_3668909

    I did report them but usually nothing really happens

    Yeah, I figure, but it's worth a shot anyway.

    I have yet to have truly sabotaging teammates, other than that time a survivor intentionally blocked the exit gate switch until the killer downed me, next to it, then opened it and ran out to leave me to die. I've hated 99'ing the gate ever since.

    Still, sorry to hear you had to put up with such terrible players.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668885#Comment_3668885

    oh no its going to counter those 2 perks that never see usage, darn

    It also counters Gearhead, Call of Brine, Merciless Storm, and Unnerving Presence. Maybe Huntress Lullaby and Coulrophobia too if you're fast enough. And the upcoming Undone perk.

    So yeah, not a good idea.

  • I'm looking forward to the update, bar a few of its bad ideas (Huntress and Pig...)

    New killer looks good, new survivor is funny, the new perks are a mixed bag, and I'm always happy to have a new map, especially if it falls under the Ichorous Loam map offering which will make Garden of Joy less consistently summoned to cause suffering.

    I like the Clown and Doctor changes. Dislike the Mangled change, just going to abandon that status effect in favor of more genblock and genslowdown, wooo...

    It has its problems but overall the next update is looking good. And it will be shortly followed by the Blood Moon event, hopefully that's fun too. DbD needs more non-holiday events to keep things spiced up.

  • New killers go against new survivors, and killer is way easier in the beginning than survivor is. This is completely meaningless.

    I 4k'd with Trapper on my first DbD match ever, Trapper OP!!!

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668903#Comment_3668903

    Why? When survivor come up with anysthing different, it is litteraly always "But we can not ballance the game for weak players".

    We should balance the game around average players. Not the strongest, not the weakest. Some are so good or so bad that they should be regarded as outliers.

  • This behavior is reportable, just so you know. Deliberately sabotaging teammates and teaming up with the killer to kill them is against the game's rules. Keep that in mind the next time you experience this.

  • I wish both sides would stop using the top 5% of players to justify nerfing the other 95%.

  • In my imagination, I feel the best use of this perk is helping to finish the last 3-gens without needing to risk being at them, when the killer's patrol is at its most focused. The Broken status effect will also have the least impact at the end of the game. But the effect is currently too weak to justify, so I hope it is buffed.

    But it will likely not be buffed before it goes live, because BHVR does not change anything immediately based on PTB feedback, at least not anymore.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668877#Comment_3668877

    you already can with good enough timing in the otz clip he heard the sound but got off before the circle appeared for the skillcheck

    I already can, with extremely specific timing that comes down more to luck than anything else. Your idea would make it a very consistent trick to bypass a gameplay mechanic.

  • @bjorksnas said:

    Leaving a gen should just cancel a skill check unless the skill check has gone through ~25% of the circle no reason to be able to remotely complete part of a gen but also no reason to just lose 10% progress because the game thought it would be funny

    But then I could just ignore skillchecks by letting go the moment I hear the sound effect warning.

  • "It's countered by Ruin" then just cleanse the Ruin first, my guy.

    I agree though that 15 charges is not enough to justify the time sink and downsides. Maybe if it was 20, or 25. I prefer the suggestion of it causing a global BNP more.

  • They did nothing to fix him up while he was killswitched. In fact, he's even more buggy and busted than he was before, and his extreme add-on dependency hasn't been addressed at all during his first year. BHVR does not care about this killer anymore.

  • it does feel like bringing BPS curses the game for me, as both survivor and killer.

    As survivor: I'm found first and my match tumbles downhill rapidly, no one does gens or rescues me, dead in 5 minutes.

    As killer: the soloQ survivors somehow gain perfect telepathy with each other, all generators done in 8 minutes, game ends with 3 hooks or less.

    Sometimes think the offering screen should be updated to show which survivors brought which offerings. But then we'd end up in situations like the killer beelining to tunnel the survivor who sent them to Badham while ignoring the one who brought an anniversary cake.

  • Hillbilly should have an add-on that disables Overdrive, at least. Then combine it with Cracked Primer Bulb for the ultimate Billy meme build.

  • @Paternalpark said:

    Looks easy enough to play on controller so I'm amped.

    Agreed, he may be a ranged killer but I can land Clown's bottles decently well so I think I can manage with The Unknown.

    I'm looking forward to the update. I think the killer looks fun, especially with that teleport, and I like its perks too. Sable Ward's character is so bad, it's good; I want to play as her just for the amusement of being an edgelord 90s mall goth. Her perks kinda suck though, except that free basement healing one, I already dive into the basement to look for medkits so I can get use out of that.

    Both The Unknown and Sable are going to get a lot of good cosmetics, I feel optimistic about that. The roadmap teaser alone is promising for the future.


    I'm also looking forward to the 100+ threads of "Unknow is overpowered!" and "Unknown is underpowered!" and "I'm sick of everyone playing the new killer two days after release!"

  • Xenomorph may be technically superior but Nemesis feels better most of the time. No low FOV, no flamethrowers, and less janky hitbox that prioritizes hitting literally anything except the survivor it's aimed at. Also the zombies are funny.

  • You gotta be crazy to save a bot in endgame. Or evil, if that hooked bot is the closest the killer has to a 1K.

  • @Crowman said:

    I guess if you choose to ignore everything positive for survivors over the last two years it would seem like they get nothing.

    A good summary of most threads on this forum.

  • Zarina, I respect an honest journalist, and she has a good default design.

    The Pig, because I like her design concept of forcing survivors to play a different game within the game. But after this next update, I'm not going to play as her anymore.

  • It's too big and too open, not enough line-of-sight blockers. But I do like it aesthetically, and I would like to see another map added to the Ormond Realm.

    Make it dark again.

  • All five variants feel bad to play on, there's no reason for Badham to have this many versions. Looks bad and boring visually, too. Can't see a damn thing on this map most of the time because of how aggressively dim and drab it is.

    Have experienced Boil Over + Flip Flop survivor sabo squads on this map that abuse the school basement's lack of hooks to become unhookable, as others have also mentioned. Another reason it's one of the worst maps in the game.

  • I wish the log loops were deleted from the game.

  • @TotemMoth said:

    Gonna add that her TVs can also spawn inside lockers on Hawkins, and if you enter the locker, you are trapped indefinitely. As in, not even EGC can kill you, or force you from the locker, which then requires either you or the killer to DC.

    https://us.v-cdn.net/6030815/uploads/DE1PFY9I9DB1/screenshot-2024-03-04-001730.png

    https://us.v-cdn.net/6030815/uploads/E3D9EDI1XG6C/screenshot-2024-03-04-002805.png

    I'm also seeing posts on other sites from people saying Sadako's TVs can face into walls or level objects and teleporting to them just traps her in the level geometry until she teleports out again.

    With that and the above posts in mind, it's looking like Hawkins is a straight-up busted map that wasn't properly updated for the new killers that released in its absence.

  • @fussy said:

    My heart aches every time Nemesis gets a stun from pity pallet, even though he can literally walk right through walls without noticing them. This guy should have double Enduring basekit just to be lore accurate 😎

    It would be cool if Nemesis got some buffs as a secondary reward for increasing his Mutation level, like some extra stun resistance and vault speed.

    @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665610#Comment_3665610

    It's odd how they haven't even had zombies interact with the T Virus as a mechanic, either. They don't better track infected survivors, or chase them any faster, or passively move towards them after a while, or give Killer Instinct when they start chasing them or literally anything at all. They're a completely empty system like everything else in his kit.

    All these thoughts would be good additions too. Zombies detect infected survivors better, chase them faster, something.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666477#Comment_3666477

    You think Killers should be able to shop for lobbies?! Jesus, what a bad take.

    Who the hell is talking about player levels, all I mentioned was the inability to lobby shop being a positive change.

    Killers dodge all the time based off of items.

    Killers dodge all the time based off of items.

    Citation needed.

  • Are you sure you're not just being matched against the same Wesker over and over and over? That's unlikely, yes, but there being 35+ different Weskers in two days also seems unlikely.

  • People were upset that they had to look at a noose.

  • @MikaelaWantsYourBoon said:

    Killer should not see the trap because it's stupid. They are not breaking it when they see it.

    So you will use it on good pallet which killer have to break it no matter what or it's just waste of perk slot. We should able trap before pallet used, so killer won't know if you have it or not.

    If this is so much, limit it with only one use at the same time. So you can't trap multiple pallets. But it's survivor perk, so most likely will be ignored even it's fun idea but weak perk.

    Killer should not see the trap because it's stupid. They are not breaking it when they see it.

    This can be a good thing. Making a killer play around a pallet can waste more time than them breaking it. Chemical Trap working as a deterrent is also value.

    @Astel said:

    1. Requirement to activate this perk can go down to 70%/60%/50% to 50%/40%/30%
    2. I don't think placed chem trap needs timer for disabling
    3. Needs BP score event so survivor can know that killer broke the pallet that chem trap is placed (and additional BP is good)

    One of the first things I requested about the perk was adding a BP score bonus to it, I'm sad it's still not there. I hope the new Invocation perks do earn points.

  • @Akumakaji said:

    Just some food for thoughts:

    Releasing Chris Redfield as legendary skin for Leon came back to bite them when they get greenlight for a second chapter. Chris would have been perfect for this, but was already used up.

    I guess they are now carefully thinking about other characters potential of chapter survivors vs legendary skins.

    So theoretically, a 3rd RE chapter is still in the realm of possibilities. And why not? Make it a yearly event, ffs :D

    Ideally, Project W would have given us Chris and Claire as survivors instead of Ada and Rebecca, since the Redfields are the ones who fought Wesker the most (RE1, Code Veronica, RE5). But, as you said, the legendary skins had locked them down this path. It's disappointing for sure.

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