Caiman
Caiman
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I think the voice-acting is already overdone, I would like less of it. The tie-in characters are one thing, Wesker and Resident Evil characters talking is understandable because we're all familiar with them having voices. Nic Cage is another thing because it's Nic Cage. But I hate Trickster's babbling, and I don't understand why the Lyra siblings and Gabriel have voice-acting, it just stands out as odd when no other DbD original survivors have it.
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The medkit should probably be changed to a yellow one to match Residual Manifest and Scavenger, not that it makes much difference since the medkit nerfs, but I like the idea of it spawning with random add-ons.
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I like my zombies. I always run zombie buff add-ons so that they can annoy survivors even better. I wish they gave Nemesis a third zombie.
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The fact you pretend this is a buff and somehow benefits killers at all is embarrassing.
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Alien is one of the greatest sci-fi and horror franchises ever made, it's hard for me to not be excited about it. However my hype is tempered by a few things. I don't know if Xenomorph will play well because of the flamethrower counterplay, and I play on console with a controller so his tail attack will probably be very difficult for me to use properly. The perks are looking really iffy, and some of them desperately need changes before going live. However, I do love the look of the map, and I really want to play as Ripley.
I will probably buy it, but I'm not sure if I'll buy it at launch or wait a while and see how things pan out first.
The state of DbD has also been discouraging. The Alien chapter might be the best in a long while, but the fun of it is still going to be held back by the myriad problems plaguing the game right now.
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I've always thought Hangman's Trick should debuff survivors for sabotaging hook, apply Exposed or Hindered to make it easier to drop the survivor you're carrying and chase down the saboteur.
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I've always thought it was weird that Resilience buffed vault speed. Something like that should be its own perk.
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Ormond too. Also, put a hook in the Badham Preschool boiler room if the basement doesn't spawn down there.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522412#Comment_3522412
Second, is there a reason to use current Kinship over Reassurance now?
No there isn't. And it won't be even after your update. The chances for your solo escape would still be better with reassurance compared to your version of kinship.
And to your first point - if the perk does just one thing - keep me alive in case of camp - and it fails to do that even during late mid-game (if I get hooked once there's 1 gen left), then why bother? It's not like the perk allows me to self-unhook or something. It's just supposed to buy me time - and it still requires my teammates to decide to eventually go for that unhook.
So again. Why would anyone take this perk over reassurance (help against campers) or deliverance (I don't trust my soloQ will unhook in-time/ever)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522484#Comment_3522484
Well, I disagree. It would be random toin coss if killer camps and random toin coss if he camps you and then random toin coss when will the gen pop in relation to your hook and random toin coss if it's before 4th gen. Too much randomness to be effective - it's as if you added another condition to otherwise strong perk - like STBFL does not gain stack unless you are say undetectable. It would immediatelly make the perk bad for most/all killers
So again. Why would anyone take this perk over reassurance (help against campers) or deliverance (I don't trust my soloQ will unhook in-time/ever)
Reassurance does nothing to help yourself, it is only for helping teammates, and Deliverance does nothing if you get hooked first.
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Spawn all of Trapper's beartraps already armed, and change the spawn logic so they appear in tiles and buildings instead of the middle of nowhere or at the map's walls.
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522040#Comment_3522040
They don't care, they got so much money out of cosmetics and dlc already money isn’t a concern. I imagine if they were having money problems they wouldn’t have gotten a license from alien, one of the most successful horror franchises out there, as i would assume that costs a LOT of money.
They're making a damn movie. BHVR has plenty of money, they just don't care about using any of it to moderate their game's awful community.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521885#Comment_3521885
that's not how DBD math works. 50% slower means 1.5x the time. It does not mean you have 50% of speed (meaning 2x the time). But even if that was true (which might as well as base out of which the thing is calculated is often very inconsistent) - it still behaves erratically - if you finish gen just before next stage, it does absolutely nothing. If you pop gen right as the person gets hooked, the value is immense. That doesn't sound very good.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521887#Comment_3521887
It still creates same scenario - killer is camping (now before last gen) and gets full value out of it (next stage) because survivors a, can't finish gen b, will probably not make it in time to unhook. Keep in mind survivors need to move to hook, coordinate themselves, probably also heal beforehand. And the perk that has just 1 job - giving survivors time does not even do that. Well... There's no point to ever use your version over reassurance then.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521889#Comment_3521889
That's actually true - if you take into account that the stats are for all MMR brackets, then it's clear that the perk for average survivor is trash tier - because average survivor can't consistently hit these beyond-great skill checks. But if we were talking about high MMR only, the stats might be a little different.
It still creates same scenario - killer is camping (now before last gen) and gets full value out of it (next stage) because survivors a, can't finish gen b, will probably not make it in time to unhook. Keep in mind survivors need to move to hook, coordinate themselves, probably also heal beforehand.
A survivor getting camped after the 5th gen is not as bad as a survivor getting camped before the 1st gen. There's a reason BHVR's planned anti-camp mechanic will also disable in endgame.
And the perk that has just 1 job - giving survivors time does not even do that. Well... There's no point to ever use your version over reassurance then.
First, Reassurance is for keeping teammates alive, Kinship is for keeping yourself alive. My idea is to make Kinship better at doing that by tying it to what teammates would be naturally doing in a camping scenario.
Second, is there a reason to use current Kinship over Reassurance now?
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@Feneroe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521879#Comment_3521879
Doubling the amount of time someone can sit on hook before needing to be rescued allows survivors to not have to be pressed to go for the save and can finish up generators they would have had to stopped working on to go unhook their teammate. It means generators can get done even faster and hurts the killer's pressure by quite a bit.
It's only doubled under the most ideal circumstances, which are unlikely to happen in normal play. The only players who can arrange the optimal conditions are SWF squads, and I doubt they'd switch to this perk if it became real, they have much better things to use.
Though I will admit that doubling the time may be excessive. Maybe -25% instead of -50%. I'd rather add 30 seconds instead of 1 minute.
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@Gandor said:
The perk gets any usage only in competitive plays and that's only because of no perk repeat rule they self-impose. The perk is just outclassed by every parameter possible by other perks. Also, the perk is barely OK in your average SWF pub games - anyone saying it's good must have never played it as survivor in standard pubs (and definitely didn't play it in soloQ).
As for OP's version - that will most likely not work well. Suppose those 3 other survivors realize what's going on and hop on the gens - so they finish one in 50s. So now for your last 10s you get 15s instead. Meaning you die anyway and the perk that was supposed to help you in very niche scenario did exactly nothing.
To circumvent that, you would need flat number of freeze seconds while on hook (say 20s and allow the perk to activate multiple times and during both stages) - also considering you can't do gens in endgame, the condition to deactivate the perk there makes little sense (it just ensures your teammates won't be able to get to you in time until you fall into next stage).
This would still leave reassurance a better option as you get extra time for 3 survivors instead of 1 for single perk, but this might be possibly better for mid-to-high-MMR soloQ
As for OP's version - that will most likely not work well. Suppose those 3 other survivors realize what's going on and hop on the gens - so they finish one in 50s. So now for your last 10s you get 15s instead. Meaning you die anyway and the perk that was supposed to help you in very niche scenario did exactly nothing.
My version works for the 1st hook stage as well.
also considering you can't do gens in endgame, the condition to deactivate the perk there makes little sense (it just ensures your teammates won't be able to get to you in time until you fall into next stage).
The point of it deactivating after the final generator is so that if the killer gets a last-second down and hooks someone just before the 5th gen pops, the killer will have nothing to do except guard that hook, so I wouldn't want the perk dragging out the end of the game any longer than necessary. The survivors have no objectives left to do except open the gates and save the hooked survivor, if possible, so the slowed hook timer isn't really needed, it would just be padding out the endgame for no good reason.
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@Feneroe said:
Your version of Kinship would 100% affect non-camping survivors. Generators are going to get complete while someone is on a hook. It's inevitable as no killer is going to be able to keep the three others survivors off every generator until the one hooked is rescued if the survivors are any good. If you want your version to be anti-camp, it needs to only work if the killer is within close range of the hooked survivor when the generator goes off and there's a grace period of a few seconds after the survivor is hooked that it won't go into effect if the killer walks away.
Your version of Kinship would 100% affect non-camping survivors. Generators are going to get complete while someone is on a hook. It's inevitable as no killer is going to be able to keep the three others survivors off every generator until the one hooked is rescued if the survivors are any good.
That's not really the point. The killer will leave the hook which leaves the survivor open to rescue. Any quasi-decent team of players will do that. It changes nothing for killers who don't camp, that's just the flow of the game. The hook timer being slowed in such a situation does little to hurt the killer because what difference will it make?
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I also hate the Boon overlay. It makes me want to stay away from them.
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I miss them trying to tell tiny stories through the cosmetics. Now it's just "they dressed up in a costume".
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@GuyFawx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518787#Comment_3518787
Again im not trying to remove the aspect of the game that some find fun im just saying too many survivors do not have proper chase strategies they dont practice it enough and thus as soon as they are hooked they just suicide on that hook and move onto the next match, if more players practiced their chase game they could potentially give the killer a run for his or her money and eventually they always give up the chase when gens start popping off. You also need to be aware however of the timing of bloodlust so you know how long to stay in chase and eventually when your time will run out
It's difficult to practice something that kicks you out of the game as soon as you make a mistake.
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I would lean her into a stealth killer. Greatly increase the range of her drones so she can use the Undetectable buff more. Greatly reduce the Lock-On so that survivors can safely ignore the drones for longer (but not forever).
Probably still wouldn't be a good killer but it'd be better than what we got now.
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People blame backfilling but I think this is a problem across all levels of play. You don't have to be good at the game to be an awful person.
Though ganging up on someone makes it a lot easier.
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It doesn't help he's directly based on the remake that nobody cares about. And also his map sucks.
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I like Midwich and Lery's fine enough, but I hate RPD and The Game. Though I still have trouble finding generators on Midwich half the time.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521001#Comment_3521001
I hate camping as much as anyone, but this is going to get abused. Survivors will just linger around a hook now playing hide and seek in range so they get their team a free unhook. I hope they take into consideration that if another survivor is around the hook, it isn't really camping, especially if you are actively looking for them/chasing them.
So many survivors fail at a flashlight save and run along to the hook and then dip just out of sight. Why would the killer leave when they know there is another person they could hear running lingering around?
They said the anti-camp mechanic (basically a meter that increases the longer the killer stays at hook) will slow down if other survivors are near the hook, but chances are high that it won't be enough and survivors will abuse it exactly as you describe.
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I also think blinds should have a grace period. At the very least, the first blind should fade away completely before a second blind can happen. If you want a killer blinded for a long time, run blindness duration add-ons.
Are chain blinds fair? Technically, yes. Are they a ######### thing to deal with? Yes. Would the game's quality be worsened if they were removed? I heavily doubt it.
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I get slugged to death a few times a month, at most. No idea where all these slugging complaints come from.
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@SlowLoris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520939#Comment_3520939
I don't see where this makes you right.
Blind builds are certainly a thing. Sometimes I'll run Blast Mine/Flash Bang/Residual/Fixated + Double Duration Blind beamer, because those builds are actually good, whether you like it or not. I can blind at a pallet and the amount of confusion / time it buys, because I fixated away after blind and the killer cannot figure out where I went is insane.
Like it or not there are builds that aren't "useless" that require blinds. Sometimes I'll toss is Parental Guidance, because the blind/stun on Blast Mine lets me leave the area with PG.
Just because you think your builds are superior to others, doesn't make them that way. I have 100% ran killers for entire matches with a silly build like this. Why? Because it's rare and unique.
The same way Lightburn shouldn't have been removed, because you rarely saw someone use it, it should have been reworked. Rare/Unique Tactics should be rewarded, so every lobby isn't just MFT/Resil/DH/Hope.
This isn't a thread about Lightburn, so I won't go into any of that, I'm just saying...Different play styles are healthy.
This isn't a thread about Lightburn, so I won't go into any of that, I'm just saying...Different play styles are healthy.
Except for the killer player's eyes, in this case.
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@JonOzzie16 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520921#Comment_3520921
Blind builds are a thing. Sorry you're not a fan. Even in solo queue. Usually a combo of residual and blast mine. Maybe flashbang? Lightborn counters more than just flashlights. And when people are following you around with a flashlight, news flash. They are not doing generators or advancing their objective. They probably are trying to have fun. People should be allowed to have fun in this game.
As many have mentioned. There are counters to flashlights/flashbangs. I don't need to get into it.
We also have Franklin's, which I have no problem with. Because there isn't an immunity to certain effects.
So I was right, it is an incredibly useless way to play, that gets me killed because my teammates are too busy memeing to do the objective of the game.
How "fun"!
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@Yamaoka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520869#Comment_3520869
https://media.tenor.com/S_68VptnBrQAAAAC/how-dare-you-greta-thunberg.gif
As for the topic: Made For This is absolutely fine in every way. People who complain about it are really asking for survivors to go back to using exhaustion perks.
As for the topic: Made For This is absolutely fine in every way.
No it's not.
People who complain about it are really asking for survivors to go back to using exhaustion perks.
Yes, that is what I'm asking for. I'd rather go against 4 Sprint Bursts. I'd rather go against 4 Lithes. I'd rather go against 4 Dead Hards. They're at least slightly more interesting to play against than just "I go faster all the time lmao".
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The aura disabling should have a timer to it, like its other effects. That's all it needs.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520426#Comment_3520426
Obviously, you didn't see any of the numerous videos online that clearly shows how survivors lose their hitboxes many times the moment they start to vault. The distance doesn't have anything to do with it, it basically makes you invincible because it is bugged.
But again, I don't thing anyone would mind if they added more distance to it as long as the survivor can still be hit during the vault as it should be, and this include at the other side of the window when the vault has finish.
But again, I don't thing anyone would mind if they added more distance to it
Seeing survivors vault over Trapper's beartraps is ridiculous, I am extremely against adding distance to it.
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I made a thread for the same when the PTB was live. Atrocious map design and survivor Haste perks means Bloodlust is never acceptable to disable, and 7 seconds of 5% Haste definitely isn't worth the trade-off.
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@JonOzzie16 said:
My problem with light born, is that it completely counters an entire build/playstyle with one perk slot. No perk in the game should entirely counter a certain strategy.
Imagine if survivors could equip a perk to make them immune from vault grabs? Or immune from being hooked in the basement?
Light born should have a cool down - in my opinion of course.
Light born also promotes gen rushing because survivors have nothing else to do because their entire build has been countered by one perk slot. Same with other survivor nerfs, such as healing. Survivors just do gens instead.
Sloppy butcher needs a good nerf too. I have the same issues with that one. Why would a survivor run resurgence, reactive healing, etc. When this one perk completely counters them? That's why no one really does.
What is your "entire build/playstyle" that is centered solely around flashlights? Because that sounds like an incredibly useless way to play. That teammate who does nothing but follow the killer around to blind them at pallets and fish for flashlight saves? Isn't contributing anything for 95% of the match, at best. By "strategy" do you mean 4-man flashlight squads whose sole purpose is to give the killer retina damage? They deserve to be shut down.
Learn to adapt when your silly meme build doesn't work.
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What I'm more worried about is that the turrets are also motion trackers that alert survivors when the Xenomorph is nearby, meaning that they will make stealth on the Xenomorph a lot harder. Undetectable might just be worthless on him.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519725#Comment_3519725
Glad I'm not the only one that picked up on that lol when survivors DC they're just out to ruin everyone's game, there's surely no underlying reason. Killer DCs? "oh honestly, can't blame them"
When a killer DCs, the match ends immediately, all the survivors are considered as escaped, and they walk away with their earned BP. It's a survivor victory, and I rarely see survivor players complain about a killer DCing. In fact it's something a lot of them take joy in, from what I've seen.
But a survivor DCing increases the chance for the other survivors to lose. It's less so now that there's bots but I consider these bots idiots and I don't want a bot on my team so I still strongly dislike it when my fellow survivors decide to bail on me in a match. Someone else's actions disadvantage me in the match that I must continue playing, so of course I'd be more upset about it than the killer quitting and immediately awarding me the win.
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I think Hemmorhage should be tuned down a little bit. Especially on Sloppy Butcher, I don't think it needs to boost that at all, normal Hemmorhage is punishing enough.
I do agree with Blindness hiding the Red Stain, that'd be a good buff to it and it would make perfect sense.
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@SMitchell8 said:
They could have added the acid spray or made the basement a bit more alien like with the eggs or noises from the queen or something.
Pretty much every killer will be a rehash of others, I can only think of a couple of unique powers we haven't seen yet but not much else.
The acid spray is one of its Iridescent add-ons.
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Just to add on to it, even though the Wraith turns invisible, I still can't see through this weapon because it has so many edges and appendages to it that the invisible distortion effect around it still makes half the screen near-impossible to parse.
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@jordanjustice said:
Sorry guys... But camping, tunneling, and slugging is cheating. You know it. If the survivor isn't doing well, they can't just decide to take over a game like camping, tunneling, and slugging killers. Its fundamentally wrong and that is why people get upset with it. Its not a real debatable topic. It's just wrong. You know it. All I'm going to say.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498173#Comment_3498173
No one said the killer is punished for a survivor exiting via hook. The idea put forth was literally trying to get the game to determine if this happened or not. The "how" was up for debate and could of had suggestions to it. I tried to suggest a system that I thought could accurately determine such. In such a way, the Killers would not be punished at all for suicides. The proximity of the killer to the hook during the hook states determine a lot. Literally, if the Killer is not within X distance of the hook during this time, then there's nothing done.
As far as Survivor bots, for survivors killing themselves... This is in here because currently the bots activate when a survivor DCs and there are many threads about this. Trying to kill 2 birds with one stone. A suicide is a DC, so I was suggesting the game to treat it as such.
As for end-game... You chase survivors and defend gens before this, right? Why do you stop doing this? Why aren't you chasing and defending the exit gates? Its just a style of play... whatever floats your boat. Its not that the killer has "nothing else to do".. Its that the killer really wants a Kill and this is the best way for them to secure that.
Sorry guys... But camping, tunneling, and slugging is cheating. You know it. If the survivor isn't doing well, they can't just decide to take over a game like camping, tunneling, and slugging killers. Its fundamentally wrong and that is why people get upset with it. Its not a real debatable topic. It's just wrong. You know it. All I'm going to say.
Please stop saying it, because you're objectively wrong.
The Survivor Rulebook isn't real.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519669#Comment_3519669
Or even worse - face the darkness+thrill of the hunt (cleansing would take 30s, but you scream/get interrupted each 25s). It would mean you just can't cleanse the totem ever while someone is injured. Like this combo is very rare to see these days, but imagine bringing calm spirit into this build....
Calm Spirit negates Face the Darkness though. But cleansing the hexes would take half the match.
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I only run Lightborn when there's 3 or 4 Flashlights in the lobby and I am simply not in the damn mood to deal with my eyes getting scorched out 20 times a match at every pallet. Though I will pretend I don't have it and see how long I can keep survivors trying to blind me, it's fun.
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@jordanjustice said:
Eliminate them. They are pointless. 99% of the time the killer will get the hook, regardless of if you struggle or not. Hitting great skill checks on it doesn't help anything. The only chance really of not getting hooked is if a teammate comes in and takes a hit.
I'm not complaining about the killers ability to hook or saying that it should be made easier.
I am saying that the struggle is a lot of work for the survivor and it has no pay off, 99% of the time.
Just make the struggle base-kit. Stop annoying players with having to hit the skill checks, hit keys real fast, or move their trigger back and forth fast. There is just no point to it. The majority of the time, the survivor will hit all their great skill checks, and the killer still gets the hook... even going to a far hook. I don't think hitting the great skill check does anything.
Just make it so that the survivor is struggling regardless of player input.
On a side note... get rid of struggle state for 2nd hook. This too is annoying. When I get hooked, I just want to take a break from the action until I can play again... having to constantly hit skill checks makes me just want to leave the match. Its boring and tedious. AND if you take this away, Deliverance gets a buff... as it could be used on 1st and 2nd hook... Having it just for 1st hook, makes it basically a wasted perk slot.
AND if you take this away, Deliverance gets a buff... as it could be used on 1st and 2nd hook... Having it just for 1st hook, makes it basically a wasted perk slot.
I can't accurately express how wrong this is and how extremely broken it would be if you could Deliverance on your second hook.
I don't think you understand this game's design, at all.
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@Seraphor said:
It's either an oversight of the design team not playing killer.
Or they think clunky, disorienting and generally obstructive elements of the game serve as "balance" for killers.
It's genuinely hard to tell some times, after all, an 87 degree Field of View has been a "feature" until now.
I too have started to think they make killer gameplay as awkward, uncomfortable, and unpleasant as they can out of some deranged sense of "balance" that feels more like sadism at this point.
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I care more about capturing the spirit of the character. The Xenomorph should feel like a Xenomorph, and if that means being similar to another killer, I don't mind. Gotta have that tail attack, it's iconic.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519350#Comment_3519350
I believe the original argument for bloodlust was actually infinites, but there are few to none of those left. They added bloodlust to remove situtions where killers could be looped forever. But, all of the loops where this was possible have been since removed.
I think now with how high the kill rate is, is a good time to remove bloodlust if they wanted to. Or at least make it so bloodlust can't be chained to unsuspecting survivors.
But, all of the loops where this was possible have been since removed.
Doubt.
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Unpopular Killers: Clown, Dredge, Knight, sometimes Pig and Deathslinger.
Unpopular Survivors: Jeff, Adam, Gabriel.
Though I've been playing a lot of other survivors lately because of all the Terrormisus I have on them. Yui alone had over 50.
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@Dreamnomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519365#Comment_3519365
Who in the history of the world has ever had this conversation? Hyperbole much?
This forum, every day. Anyone who complains about having a hard time as killer is always belittled for not being good at the game. But apparently being good at the game translates to resorting to the scummy tactics everyone reviles.
So people get berated for winning (because you're toxic), and they get berated for losing (because you're bad). That's the DbD community in a nutshell.
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I like the concepts of them. Tweak the numbers and effects a little and it could be fun perks. I especially like Harming Hands because I like the idea of cursing the Obsession indirectly to sow discord, instead of buffing them like Dying Light does (which is one of the worst ideas BHVR has ever implemented).
Boon Safe Haven is awful though, and should burn. Imagine four of those on the map at once.
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The Snail is the first killer ever designed by survivors. It can instantly kill anyone it touches, but it moves at 5% base speed. Its speed decreases further for every survivor it kills, to a minimum of 2%.
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It's the same conversation every time.
"Killer is the easiest it's ever been!"
"How is that?"
"Tunneling and camping."
"But what if I don't do that?"
"you suck lmao git gud skill issue quit playing lol take this L"
"Okay, I guess I'll start tunneling and camping."
"NO DON'T DO THAT"
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519041#Comment_3519041
Bruh what, killers have unrelenting. It literally rewards whiffing.
Slightly lessening a punishment is not a reward. Getting punched in the face 2 times is better than 3 times but it's still not a good thing.