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Caiman

Caiman

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Caiman
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  • Because everyone knows backpacks are required wear for soccer.

    Seriously, who is this obsessed with backpacks?

  • I don't have a choice. I have no one to play the game with.

    I'm fine with soloQ anyway. Yeah it's horrible sometimes. Sometimes it's not horrible. That's life.

  • Never noticed that before. it is a little funny.

    I do like it when add-ons try to follow some kind of logical sense, when possible.

  • I hope they keep adding sports skins, they look nice, not too tacky. Does David have a proper rugby outfit yet? Yui in a proper motocross jumpsuit? A hockey jersey for Jeff?

  • The environment hitboxes are so bad, it's almost unbelievable that it was made at all. I've also had problems on the Nostromo map of getting stuck on invisible corners and whatnot but man, Borgo is bad.

  • @Ayodam said:

    Dredge spawns extra lockers on any map it appears in. But shelterwoods doesn’t have much structure besides the main area (which was introduced with Skull Merchant) to support lockers.

    Dredge spawns more lockers? I have never heard or noticed this before.

  • The performance is a little better, still rough but better and not as difficult to play. It's a step in the right direction, I hope they don't neglect it in future patches again.

    I'm convinced, however, that there must be a significant memory leak because I swear the performance gets worse the longer I play.

  • Reduce time of effect to 10-15 seconds, then go on cooldown for 30 seconds. Blindness duration remains at 30 seconds. All Blindness effects should be long because otherwise it does nothing.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540454#Comment_3540454

    I don't lobbyshop to look for baby teams, those games are miserable for everyone involved. However, if I end up against multiple high prestige survivors or multiple TTVs who are obviously SWFing, then I'm gonna dodge.

    Yes, high prestige doesn't -always- mean the survivors are amazing but most of the time it does, and the times when I -don't- lobby dodge and decide to play the game, it's almost always miserable and kills my drive to continue playing.

    I'd completely understand if they removed lobby shopping, but as long as it's an option, for my own mental health I'm gonna do it, and it's clear -many- other killer players do the same.

    Again, the bigger issue that needs fixing is backfilling ignoring MMR, that shouldn't be a thing.

    Seconding this. I do not want to play against TTVs. They are almost unanimously toxic people in equally toxic SWFs who are awful to play against. I do not play this game to be used as a chew toy by clout-chasing streamers. They are the primary reason I dodge lobbies as killer, and I'd dodge TTV killers as survivor too if I could, because both sides are bad and have thrown good amount of abuse at me.

  • @Tsulan said:

    • Made for This: Changed the Haste effect from 3% to 5% to make up for Rapid Brutality.
    • Rapid Butality: Changed the status effect from 8/9/10 seconds to 3/4/5 seconds.
    • Chemical Trap: Changed the slowdown from 50% to 90% for 10 seconds (was 4 seconds).
    • Save the Best for Last: Attacking anything BUT your Obsession will make you lose 4/3/2 stacks.
    • Decisive Strike: Repairing a gen doesn´t count as Conspicuous Action anymore.
    • The Pig can only put her Reverse Bear Traps on herself now.
  • @Xendritch said:

    Trapper is such a weird character, nothing happens 95% of the game and you feel terrible cuz you're just walking around setting traps going getting the other and bringing them back and it feels bad to set all these traps that may not even do anything. Then the other 5% it's like dominos falling and and you end the game in the span of a 10-12 second window as multiple traps work at the same time and you feel 400iq.

    Traps spawning more centralized would be good but also Trapper getting 4% haste while someone is trapped would be good too, it's so awkward to be chasing someone and then someone gets trapped and you switch targets but they get out cuz you're too far away so being able to get over a trap faster would be a really good QoL.

    If you ask me, instead of giving him Haste, his traps should give the survivors Hindered. It's a beartrap ripping into your leg, it's logical that it would slow a survivor down for a while. Make it an add-on, at least.

    Also, there should be a minimum amount of tries to escape from a trap. No one should get out of it on the very first try. Everyone escapes on the 6th try guaranteed, so it's only fair to implement the opposite and always require at least 2 attempts before you can escape the trap. It's a small thing but it's an improvement.

  • @Seraphor said:

    As a huge Alien fan... I hope we never get Facehuggers as a killer power.

    A survivor walking around with a Facehugger attached to them, and/or being able to remove said Facehugger themselves, would be goofy as hell and entirely lore-breaking.

    Also the Queen would be way too large of a killer. She wouldn't even fit in the basement.

    As much as I'm amused at the thought of survivors running around trying to escape facehuggers, I have to agree. It's just not doable in the game, not in a way that would be satisfying.

  • It's one thing for Skull Merchant to guard a 3-gen, because her power is very effective it. I don't understand why they're also so obsessed with slugging, though. At this point Skull Merchant has the worst reputation of any killer in the game because not only is her power a completely design failure and her character a load of nonsense, even the people who play her are turning out to be extremely harmful to the game experience. At least Nurses and Blights kill you quickly without wasting time.

  • To be more on topic, I do want an update post. I think it's frustrating to wait until the day of the patch to find out what changes, if any, are being made. For me, it could make or break buying the DLC, because the state of the game right now feels pretty bad and I don't see much point in buying DLC if there's no sign of improvement.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/389317/what-happened-to-camping-solution

    Hopefully they realized that it wouldn't actually solve camping and just created a complex mechanic that would be abused by SWF.

    I don't think BHVR cares at all about how strong SWF can be.

  • @Evan_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526518#Comment_3526518

    Conspiracy theory: matchmaking works

    Your mmr is calibrated to full-meta sweating, so naturally you face teams who leave in 5 minutes. Play causally with perks you enjoy, and you'll start to face teams who do gens in 10 minutes. Just don't stomp them too hard, or you'll find yourself back when you started.

    Also don't tell the method of accessing the casual queue to anyone, this is secret!

    It really doesn't work. In fact, it seems more like the more I lose, the stronger players I'm matched against, and this goes for both killer and survivor.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526783#Comment_3526783

    So, another hand holding from your part to cover the skill issue of the survivor community? Because even if a killer can choose to defend 3 gens from the start, it's survivors work and choice to let him have it or not. Something as easy to do as using Deja Vu and pressuring the killer until the 3 gen it's broken.

    But of course, we can't allow to force survivors to adapt to the game for once, as they are 4 times more players than killers and if they leave who is going to buy all those precious cosmetics we are releasing. QoL improvements for killers? Balance the game? What for? We have to make it easy for survivors so they keep playing.

    Oh, and don't forget to nerf The Pig. That would solve every balance problem.

    I for one can't wait to see what they make and how fast it takes people to abuse the hell out of it, just like what will happen with the anti-camping mechanic. Maybe they'll bring back basekit Unbreakable for the fun of it, too.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527075#Comment_3527075

    A lot more than you'd think considering MfT is about the same strength as basically any Exhaustion perk

    Killers like Trickster or Doctor may have a bit of a harder time than the others, but they already struggle with perks like Sprint Burst, Lithe or Dead Hard

    A lot more than you'd think considering MfT is about the same strength as basically any Exhaustion perk

    Except, y'know, never turning off and giving constant benefit.

  • Always at least one. I don't remember the last game I played, on either side, that didn't have a survivor running MFT.

    MFT, Windows, Adrenaline, Resilience. It's all I ever see these days, everyone is running at least two of those.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527068#Comment_3527068

    I do empathize with not knowing who has it. It can be very difficult to tell.

    The answer is "all of them".

  • Too many people acting like going for a 4K makes you a horrible person.

  • @supersonic853 said:

    Does Warframe have 13 licenses that they have to pay to keep in the game available to everyone? Im sure keeping those licenses are expensive considering when ya have to renew them and i think any profit bhvr makes with them the owners get a high cut. Then you have to account bhvr as a company is great to their staff. They give them a pretty reasonable wage. Contemplentary Hot food available for their staff. And reasonable time frames on how much they need to do.

    "Is Behaviour Interactive a good company to work for? Behaviour Interactive has an overall rating of 4.4 out of 5, based on over 215 reviews left anonymously by employees. 92% of employees would recommend working at Behaviour Interactive to a friend and 83% have a positive outlook for the business".

    It sounds easy. But dbd (and BHVR) are still a business and they pay a lot to keep things the way they are. Also if its still true. Cross play charges still exist. And they aint cheap.

    https://us.v-cdn.net/6030815/uploads/4RZSJGPMHOS0/sony-cross-platform.jpg

    Maybe theyll eventually have enough to make it work. But considering they have more and more licenses hopping on board. And they have a lot of expenses in various areas. I don't see it happening anytime soon.

    BHVR is making a movie. They're paid by the Canadian government to exist. Who knows how much profit they make off of their cosmetics sales. I don't think they're hurting for money.

  • @CarbonaraCharlie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526529#Comment_3526529

    Ikr, it would honestly still be a really good perk even post nerf XD

    Yeah, I'd still use Distortion even if its recharge was nerfed a little bit. But a lot of people are oversensitive so if you suggest even small tweaks, they freak out like you're asking to eat their children.

  • I've suggested in the past that the gate progress decays to the last corresponding light on the door. So while it wouldn't regress to 0%, it would regress to 75%. I think that's fair. If you don't want the progress to go down, just open the gate. EGC gives plenty of time to do stuff.

    99ing the gate has been a source of griefing, too, so I'd like to see that gone as well.

  • Dude just thinks the token recharge is overtuned and should be toned down a little and everyone acts like he's trying to murder the perk forever.

  • @Evan_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526157#Comment_3526157

    Drop the silly meta already! You realize it's not fun, you realize fun is the most important, so how exactly are you punished when you play with fun stuff you enjoy?

    I get destroyed in 5 minutes, barely get to play the game, and therefore have very little enjoyment.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526091#Comment_3526091

    Low reward? Based on what? You have much higher win potential than an average survivor player simply due to not having bad teammates to drag you down. My killer win rate is over 80% despite me being a survivor main who isn't even amazing at killer. There's a reason why killers achieve much higher win streaks than survivors. You also get significantly more in game rewards. It sounds like killer just isn't fun for you personally.

    Fun is the most important reward of any game. And like I said, there isn't much reward. I'd love to play more casually, run more funny perks and builds, but I feel like I'm punished for taking a single step outside of the meta if I try. And I don't find the meta very enjoyable. Not to mention people's rotten attitudes bringing the whole experience down.

  • @Blueberry said:

    Bar like Fearmonger, all other killer exhaustion addons and perks are basically trash. Most of them are way too situational or the duration is way too short.

    So yes, they all need to be improved.

    Septic Touch and Genetic Limits definitely need their durations buffed.

  • No game that wanted to be an "X killer" ever turned out to be an "X killer". The only thing that can kill a game is itself.

    I don't think TCM even wants to be a DBD killer, I think all it wants to be is a Texas Chainsaw Massacre game and it does that very well. I haven't played it, but I like it, I'm glad it exists and it looks like a lot of passionate people put a lot of care into it. Good for them, I hope a lot of people enjoy playing it.

  • Playing killer is a lot of time and investment for not much reward.

  • Trapper should have an add-on that applies a small long-lasting Hindered effect to survivors caught in the traps.

    Because it's a bear trap, on your leg. That should make it hard to walk for a while. In fact, that could even be a basekit effect because again, bear trap + leg = hard to walk, let alone run.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525412#Comment_3525412

    Again, there’s only 4. It would require some gigabrain predictions to put flamethrowers at every loop Xeno’s gonna be at. Also, when Xeno emerges from the tunnels, the turrets are momentarily disabled.

    You don't predict where the Xenomorph will be, you decide where you're going to run when he shows up so he has to chase you into the turret. And the turrets warn you he's coming, so he has little element of surprise to catch you before you reach it.

  • @Clockwork_Enigma said:

    Let me give you guys a reality check since you don't seem to understand.

    Lightborn in its current state is a useless perk. The moment any team or individual realizes they aren't blinding you, the benefits of the perk become useless and you have what is effectively an empty perk slot.

    You would get maybe one, two uses of Lightborn in its current state, at best. Then it's useless.

    Even then, it's a crutch perk that people without skill use to mitigate something that is meant to outplay them. So removing the ability to nullify an entire item (and instead just making it reduce its power) is a must. Just because you guys are afraid of a niche scenario happening once in a blue moon in games (e.g. Flashlight squads) shouldn't cloud your judgement over the fact this is a completely unhealthy perk in the game at the moment.

    Now.

    As for the version of the perk I created, this would be more commonly used simply due to the fact players will almost never know you're running Lightborn. Even if they realize it, the change to remove its nullification of blinding means that Survivors will still be inclined to hit you with any source of light more often.

    The result?

    • You get to use the perk more.
    • You get rid of the blindness 50% faster.
    • You get 50% stun resistance to any source of light-related stun (Blast Mine or Rescuing).

    So you think it's a nerf, but in fact it's a buff to its overall utility and, in an era of the game that doesn't need perks like the current version of Lightborn, is 100% healthier for the game.

    Yeah I can't wait to pick the anti-blindness perk that does nothing to stop me from getting blinded when I need to pick up a survivor in the open featureless zone they intentionally went down in so their buddies could flashlight me from any angle. I would totally choose that over literally any other perk in the game, something that makes me lose slightly less than before. Totally worth a perk slot, saving me a whole 1 second of wasted time versus the current version that prevents me from losing at all.

    If i pick Lightborn, it's because I don't want to get blinded, because I get sick of having my screen lit up a dozen times a match. If the survivors stop trying to blind me, fine, because that's what I wanted in the first place: to not get blinded. You call Lightborn a crutch but your version is like taking a hammer to the killer's kneecap and pretending it's an improvement. There's not even a "you take longer to blind" feature, you just get blinded as usual but get a pitiful amount of recovery afterwards which no one cares about.

    I don't care what you think is a crutch or unhealthy or skillful. I just know that what you propose is completely useless and nobody would use it.

    "But with this version, survivors will blind you more often!"

    Wow, great buff. I can go from not getting blinded, to getting blinded. Such an improvement.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525466#Comment_3525466

    It is already confirmed that killers lobby dodging is causing bad matchmaking. This would make it worse. But survivors are crying for no reason?

    The matchmaking would be bad no matter what because the way the system measures "skill" is complete nonsense.

  • The Haste bonus should activate 3 seconds after hitting a survivor, like Dissolution. And I've also been saying the loss of Bloodlust is nowhere near worth the small value of this perk, I have no idea what BHVR was thinking.

  • @Aven_Fallen said:

    Exhaustion Add Ons should not be a thing anymore. Yes, they got nerfed (rightfully so since they were heavily outdated), but they should not exist at all. Yet BHVR gives Killers Exhaustion Add Ons (Singularity has one for example).

    The worst offender is the one from Pig. Yes, it is not her best Add On, but it just promotes tunneling. Which should never be the playstyle of her but can help with that.

    Why shouldn't they exist?

  • @GentlemanFridge said:

    👏just👏hit👏it👏

    there’s only 4, they are easily avoided, and they’re only relevant when you’re on their ass already.

    you’re pretending like they were everywhere, like Larry’s EMP’s. They really weren’t.

    They won't be everywhere, but once survivors adapt, they will always be in all the places they need to be: generators and loops.

  • Make it a flag system. Red, blue, yellow, and green. SWFs share a flag color, so you can tell if you're going against a 4-man, a 3-man, a 2-man, or 2 individual 2-mans, etc.

  • What Batusalen said. I like cleansing totems and opening chests, it helps break up the monotony of generators and gives me time to think about what's going on. But if someone is on hook, I probably should not be doing those things.

    Doing something is always better than doing nothing. Though I am a bit glad Circle of Healing was nerfed so I deal with less Mikaelas booning the same totem ten times a match.

  • I don't think it made anything worse. That's all I think about it.

  • It's bad but it's not the worst. I love the idea of implementing the Nostromo self-destruct siren into the track but to be honest, I don't think it sounds like the siren at all.

  • Balance is already bad enough, we don't need even more messes.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524434#Comment_3524434

    Why do people act as if child prodigies don't exist and that going to private school isn't a massive head start in both building a knowledge base and social or professional connections early in life. Merchant's childhood had the barest amount of struggle only after her father's manga fell out of publication, but before that she was basically born into decent bit of money. Also why do people keep acting like her building things is some sort of insane unrealistic feat when you can literally order a drone building kit on amazon and just go to town. It's not super hard to become hobbyist maker, there is an entire industry dedicated to making it as easy as possible. It's actually a pretty popular thing to do in a lot of countries and has significant overlap with cosplay communities.

    Skull Merchant being a child prodigy who found success early in life and became a powerful corporate executive who invents fancy technology to kill people because she's a success-obsessed sadistic psychopath is fine.

    The problem is that none of the important stuff is explained in a satisfying or believable way, so the idea looks and sounds stupid as hell. Because it's presented stupidly, with a lot of pointless filler.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/388951/i-think-i-am-done-with-singularity

    Don't completely give up on him tho, I'm certain they're gonna change\buff him. No one has seen his official stats yet, but I'm sure that he's underperforming any expectations.

    Just patiently waiting for buffs\new perks. We'll see...

    They'll add a 2% Haste buff somewhere and then abandon him, like they did to Knight and Skull Merchant.

  • I'd have no problem with high-Prestige players if it wasn't for SWFs. Multiple high-Prestige players in a lobby usually means a SWF of at least 2 or 3. Multiple P100s is a guarantee. I don't want to play against that, and I have every right to not want to play against that so long as this game enables people to act toxic and horrible without repercussions.

    The matchmaking is going to be terrible whether people dodge lobbies or not.

  • Skull Merchant probably has the worst killer lore in the game. Everything important about her gets little more than a sentence or two of explanation, it borders on meager lip service. How does a Brazilian kid become a millionaire? How does a website about manga become so successful? Why did she start killing people and why does she enjoy it? How did she get so good at it? Where does she get all her technology from in the first place? Why is she called the Skull Merchant at all? And most of all, what the hell is her father's manga and why is she so fixated on it? Seriously, it's arguably the most important part of her character but I don't know a damn thing about it other than vague allusions that it was dark and violent. Skull Merchant's default design doesn't even look like a manga character either but apparently it's supposed to be! Gotta pay money for cosmetics to actually look like what the character purports to be.

    All of this is really important information, but it's barely elaborated on. Instead all the detail went into unimportant and irrelevant things, like her unremarkable family history and how she stalked a classmate for getting higher scores than her, but never actually did anything. Even in her lore, she is the Dull Merchant.

  • I like Chemical Trap and Light-Footed. The first will be good to use at god pallets that the killer has to break, and I like stealth perks so I'll be trying out Light-Footed. I think it'll be fun to see people try to combo Light-Footed with Breakout so they'll be running behind the killer with almost no sound at all.

    Lucky Star needs a rework to be more useful, but it's a decent info perk for soloQ. SWF don't need it but sometimes I do need help figuring out where a dang generator is when I can't remember which ones are finished and which aren't. However, the mute while injured in lockers needs a buff to actually function as stealth.

  • Singularity taught me a lesson about buying new chapters on launch, even when the content creators are praising them, because they don't know what they're talking about and BHVR's current killer design philosophy is a mess. I probably won't be buying any DbD original chapters anymore.

    I thought having a sci-fi chapter was the coolest thing but Singularity sucks to play as, plain and simple, and while I like Gabriel, he gave us MFT. I'm already in the Deep Rift so I feel no motivation to pick up Singularity to attempt his awful Tome challenges. I'm skipping those.

  • It doesn't slow the Knight, because it's considered the guard breaking it, not the Knight himself.

    Dissolution doesn't count as the killer breaking the pallet either.

    If the killer's power involves hitting the pallet themselves to break it, Chemical Trap will slow them, i.e. Hillbilly, Leatherface, Demogorgon, Blight, Nemesis, Wesker.

    Here's a video of someone experimenting with all the killer powers and relevant perks in the PTB: https://www.youtube.com/watch?v=iGG4d5wktMk

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