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Caiman

Caiman

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  • I like some of Skull Merchant's concepts but the execution just doesn't work. The manga inspiration is not capitalized upon enough and the idea itself is just plain corny, and you can only see it in her expensive cosmetics; it's not a part of her base design at all. The gas mask is still bad, probably the worst part of her design next to her really bland clothing. The cyberarm could be a lot cooler, and I still don't know what's with the metal fingertips on her other hand. I feel like some of these people's opinions would change once they see how she looks and animates in-game, because it doesn't have the same impact as only looking at her promo artwork.

    She needs a rewrite to make the most of the good ideas that are in her character. A rich and ruthless businesswoman who developed a taste for hunting and killing people because she found it fun and exciting, and began designing and utilizing technology to make herself more dangerous and efficient. That's all fine. You can even keep the comic book inspirations as an influence on her, just keep it light, maybe it's something she does out of genuine fondness for her family which adds a sadistic spin on nostalgia. I really like and appreciate having a female killer who is just a genuinely wicked and cruel person, not because of some tragic upbringing but because that's simply how she turned out. The problem is that this solid core idea is undermined by the clunky and lackluster explanation and presentation. Her business success, her technology, her motivations are not explained well enough. Instead her story talks way too much about her father and his manga (but doesn't explain what that manga is at all) and a time she stalked a classmate for no reason, while glossing over all the important stuff.

    Also, not every survivor and killer's stories need to be intertwined. The last handful of chapters have done that and it's starting to feel forced and unnecessary.

  • Huntress, Freddy, and Trickster. Haven't played against enough Skull Merchants to form a hate for her but I probably will eventually.

  • I can't tell if it's a smart business decision or not. A lot of people probably don't own Tools of Torment yet, especially with its poor reception. Is the Tome supposed to encourage people to buy the DLC for the Rift Challenges and cosmetics? Pay money for the privilege of paying more money?

  • This is something I've thought about a bit. I think we could have gate switch regression, but it should have thresholds of progress that, once reached, cannot regress past.

    Putting it simply, divide the gate into four "segments". If you release the switch, it regresses the segment is on, but won't regress further. These thresholds would be at 25%, 50%, and 75%. So if you 99'd a gate and let go, it would regress to 75% and stop there. This should line up with the lights that appear above the gate.

    I've also considered this idea for generators but gen regression has been smashed so hard that it barely matters now.

  • If you want a mall, use the one from Dead Rising.

    Personally I'd like to see a beach. Not a pretty beach though, one of those overgrown beaches, maybe in like an abandoned seaside fishing village or at a shipwreck.

  • I'm pretty sure the street was that wide in the original Halloween movie.

  • As survivor, when I am holding the run button, i want the game to prioritize vaulting windows and vaulting/dropping pallets over any other action. I've been downed because of that chest next to the window in the silo on Torment Creek, because my survivor would zip two feet to the right to start unlocking it mid-chase instead of jumping through the window.

    Alternatively, please move that stupid damn chest spawn somewhere else.

  • All you're going to get is 30+ posts ignoring most of what you said and calling you terrible at the game.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398303#Comment_3398303

    Bro, this is just an absurd theater. I read this topic, which created by me, like a joke that went too far.

    You can create a humorous topic "Let's nerf Unrelenting" and be sure to find survivors in it after a day, who will find several "reasons" why it really needs to be nerfed.

    if a killer misses a swing then they're bad at the game and should immediately self-destruct and give me all the bloodpoints

    I can exaggerate but I guarantee someone would say "Unrelenting rewards the killer for poor play and should therefore be nerfed!"

  • Tucker and Dale was a great movie, putting them in DbD would be awesome. They'd fit right in next to Ash Williams.

  • I sometimes get Wesker, and only occasionally get Nemesis. I think you're just unlucky.

  • @jkingwallace123 said:

    Maybe they should have a windows of opportunity for killers tbh

    They do, it's called Zanshin Tactics.

  • Wraith is not a secret S-tier killer who was only held back by the existence of Lightburn.

  • I think 12 seconds would be better than 15 seconds.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372001/is-body-blocking-a-fair-technique

    It's an unpopular opinion but I don't think there should be any bodyblocking in DBD.

    It's not fun when Survivors do it to the killer at the end of a game to deny pressure.

    It's not fun when a Trapper blocks you and puts a trap at your feet or a LF revs a chainsaw while you cant move.

    Remove body blocking and EVERYONE will have more "clean" fun.

    Remove body blocking and EVERYONE will have more "clean" fun.

    Then you'd get situations where survivors dodge the killer by running directly at them to phase through them, which from the killer's limited FOV would be confusing as hell. Killer could never block a window or a pallet to prevent survivors from running through them. Protection hits would cease to matter. Imagine chasing a 4-man SWF where they all run around with coordination to be a merged survivor blob.

  • @coolgue1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398494#Comment_3398494

    CAMPING IS NOT A DECISION MAKING THAT'S GOING AFK FOR THE ENTIRE GAME TO FARM BLOODPOINTS BASICALLY

    No, camping is a decision, and it is a valid one regardless of how much you dislike it.

  • I don't expect survivors to be nice, I just expect them to not be mean. Just don't teabag and clown around like you're not taking the game seriously, it's not that hard to at least act like the killer is threatening towards you. And maybe don't use your flashlight at every single pallet break back-to-back-to-back because it hurts my eyes.

    As survivor, the only nice thing I ever do is sometimes let the killer smack me out the exit gate for extra points. And to some players, and even myself sometimes, this feels more like a taunt at the killer than a gesture of sportsmanship.

  • @Coffeecrashing said:

    I’m always surprised the rifts have so few cosmetics. This is such a good opportunity to get people to pour money into the game, but it involves such a small percent of the killers and survivors, that it often has zero things for the characters I play.

    And sometimes it does involve the characters I play, but the cosmetics are awful (like medieval huntress) or they are so holiday themed that I might wear them once a year (like bright green St Patrick cosmetics).

    Yeah, the last Rift being a bunch of holiday-themed stuff was a letdown, I feel like a doofus if I'm using Valentine's outfits outside of February. As far as this new Rift goes, I don't own Tools of Torment and I don't really plan to, and on top of that I don't find the premium track cosmetics that good at all. I might just stick to the free track this time.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397486#Comment_3397486

    Yeah, and then you need to look at the gameplay that is provided.

    Playing Generator defense is not thematically appropriate for a game about a Killer chasing Survivors to Kill them.

    I sure remember in Halloween how Michael Myers was all uppity about Laurie Strode sabotaging his knife cabinet and chasing her away from it.

    I still don't know why they nerfed Pop Goes The Weasel.

    I still don't know why they nerfed Pop Goes The Weasel.

    Because people used it.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397471#Comment_3397471

    People were using it to hold 3-gen hostage situations.

    The regression was also way overtuned given it didn't have any signifiers it was active, a signifier which would be disproportionately imapctful between SWF and SoloQ as there isn't and objective status on the HUD for each Gen. (So a SWF would be able to call out if a Gen they were chased from was regressing abnormally)

    And for some reason it was able to stack with call of Brine instead of the highest regression % being the maximum.

    And if you buff other killer perks then I'm sure they'll also lead to gameplay that makes people very very upset because people get very very upset over perks that are strong enough to have an impact on the game. This time it was gen regression so Overcharge, Call of Brine, and Pain Resonance are gutted. Next time it'll be something else, I'm already seeing people move on to new perks to demand nerfs for.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396518#Comment_3396518

    We'll talk when you dig into why the other Perks are not as good as your main argument other than "they suck gimme better"

    Because if other killer perks get buffed, a bunch of outraged players will start shrieking and demand they be nerfed back down, like what's happening right now. Overcharged didn't have gen regression, then last year that feature was added and people started using it, and now it's being nerfed because people are using it.

  • It'll always be griped about about until it's either nerfed into complete worthlessness or just completely reworked into a different perk. Everyone has a DH rework idea, mine is to change it so it grants Endurance while vaulting, once, instead of the silly dab move.

    My problem with Dead Hard has always been its constant presence. It is a very popular perk, regardless of how good or bad it is. It is also a perk that has direct and obvious effects on the killer's experience, which is why it can be so infuriating to them. So you have a perk that makes people mad and is everywhere, for years. That's how we end up where we are today.

  • @GoodBoyKaru said:

    Does HUNK ever speak in the source material?

    Yes, he has multiple voicelines in the remake of RE2, as well as some spin-off games.

  • Hiding the Red Stain sounds like a great addition to Blindness, but it should still continue to block aura-reading.

  • Blindness exists to counter certain survivor perks. It's already one of the weakest status effects in the game, the fact it's sometimes capable of functioning as intended is not a bad thing.

  • Rarely see Yoichi. I tend to run into every other survivor but Yoichi doesn't pop up much, if at all. Probably because he's basically an original character shipped into a licensed DLC, nobody recognizes him as a famous movie/game character because he isn't one.

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395238#Comment_3395238

    I had no idea she was bugged..

    Hopefully she is already fixed or gets fixed soon!

    Her bug is the audio of her phasewalking. It's supposed to be directional but it's currently not. That's it.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395219#Comment_3395219

    1. I didn't last that as a problem, I just mentioned it because people claim it "only works on the weaker killers" despite that being untrue
    2. Actually yeah, they are. It's the entire point of the token loss part of the perk lol.
    3. More source trust me bro despite it being objectively better against solos than swfs
    4. Still not a non-argument, still is a problem. I can tell you just think anyone who thinks anything on the killer side is problematic is just salty lol

    I didn't last that as a problem, I just mentioned it because people claim it "only works on the weaker killers" despite that being untrue

    It is untrue, and is therefore not worth mentioning as a point.

    Actually yeah, they are. It's the entire point of the token loss part of the perk lol.

    No, they really aren't, and you're crazy if you think they are.

    More source trust me bro despite it being objectively better against solos than swfs

    Everything is better against SoloQ than SWF. This is because SWF is inherently unfair and is thus irrelevant as an argument. This is the other "I have no real argument" argument. Won't anyone think about the poor SoloQ?! It always comes after the tunneling/camping complaining. Killer can't have anything that's effective because of the poor poor SoloQ players.

    Still not a non-argument, still is a problem. I can tell you just think anyone who thinks anything on the killer side is problematic is just salty lol

    "THE KILLER CAN HIT ME" is not a problem. You gotta go through roughly four chases to get max stacks of STBFL, while ignoring the Obsession the entire time. Wow, so much camping, so much tunneling. The killer being good at hitting you in the mid- to end-game is not a crime.

  • Hooking survivors hurts my ears, especially now that the screams are longer.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395211#Comment_3395211

    You're just saying my points are "nonsense excuses" without explaining what's wrong with them. You're just saying "everything your saying is nonsense and this perk is fine" without backing yourself up in the slightest. Leave, read the post, come up wtih counterpoints and then come back. Also, hmm, what other perk does something useful that's enjoyed by the side it's on? Oh yeah, dead hard, but in what universe are you gonna defend a perk like that lol. Everything you're saying has literally no substance I'm sorry to break it to you. I'm gonna stop responding to you now until you say something actually meaningful.

    Works good on a variety of killers

    The fact you list this as a problem is hilarious. As if a killer perk being universally appealing is somehow a bad thing. It's not.

    Killers with special attack flexibility deny the obsession of the intended counterplay

    Killers having to use their powers to work around a downside is not a bad thing either. It demands more skill of the killer player and they're rewarded for it. No, the Obsession is not supposed to throw themselves onto the killer's weapon to deny the perk's power, that's stupid to even imply that any survivor is obligated to get themselves killed.

    Completely stomps solo players

    Completely irrelevant to anything at all. It works just as fine on SWFs as it does on SoloQ players. And again, no, the Obsession is not supposed to get themselves killed just to deny the perk.

    Makes camping and tunneling extremely free

    The usual non-argument made about literally anything a killer does to make you lose the game. Bringing this up is how I know you're just really sour about losing to a killer running this perk.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395201#Comment_3395201

    I'm complaining that it specifically is problematic. Do you think I complain about no way out because it's effective? No, believe it or not I actually praise the perk because it's the opposite of problematic. Come back after reading my points instead of just saying "so you want killer perks to do nothing?" mindlessly.

    Your points are just nitpicking and whining about a perk that makes it a little easier for the killer to hit you, using a bunch of nonsense excuses to make it look like valid criticism.

    It is a perk that does something useful that people enjoy and you're upset about it.

  • @randonly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395175#Comment_3395175

    I understood perfectly what the OP meant, even though didn't express himself well

    He didn't play in the air that "increases" tunnel and camp and ended the argument there, if you read everything, you understand.

    STBFL is quickly allowing the chases to have their average time reduced, with little investment from the killers, since they won 2 STBFL basekit in the last mid-chaper, and now with 3 tokens as killer you don't give the survivor time to gain enough space to position well in the loops and gain space after the hit, something that before would only start to be felt with 5 tokens.

    And now you have the nerf in the average healing time, with the people living injured for middle to end-game (when there's no more med-kits), which will make it possible to tunnel easily, and just because other high-tier killers can do this without needing the perk doesn't mean they don't need tweaking

    OP is complaining that killers have a perk that does something effective. Can't have that in DbD! Every killer perk must be completely nonfunctional, or else someone might actually be affected by it.

    and now with 3 tokens as killer you don't give the survivor time to gain enough space to position well in the loops and gain space after the hit, something that before would only start to be felt with 5 tokens

    Their injured speed boost is plenty to get them somewhere, if they know where to run. If they can't position themselves somewhere to loop, it's because they put themselves in a terrible location to start with, which is their own fault. Or should 100% of the map be loops, now?

    And now you have the nerf in the average healing time, with the people living injured for middle to end-game (when there's no more med-kits), which will make it possible to tunnel easily, and just because other high-tier killers can do this without needing the perk doesn't mean they don't need tweaking

    You know survivors can heal each other, right? The altruism healing nerf was reverted, there's nothing stopping them. And once again complaining that killers being able to hit survivors encourages tunneling. More non-arguments!

  • @smartemarte said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394324#Comment_3394324

    "just wait it out"

    it's a 0.5 second ability... if you're complaining about a 0.5 secondability that can only be used when you're injured and must be timed perfectly then that's more on your skill as a killer not that its imbalanced.

    Waiting it out is boring. Waiting it out for every chase for every survivor is even more boring.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395166#Comment_3395166

    You're points are that it makes tunneling and camping easier ignoring that plenty of killers already do so without the perk and that you still have to stack up STBFL, because you spawn with 0 tokens.

    In my short time on this forum I've noticed that nearly everything killers do is complained about with "it makes tunneling/camping worse!" I've heard it said about so many things that I've started automatically dismissing any argument that uses it.

    Anything that makes it easier for a killer to down a survivor can, theoretically, make it easier to tunnel or camp. It's a non-argument, it only exists to pretend it's a valid criticism of anything a player wants to gripe about. They won't be happy until it's literally impossible for a killer to hit someone.

  • @Caiman said:

    As more and more characters are added to the game, the grind for Iridescent Shards to unlock them has become absolutely absurd. If you're a new player on PC starting with only the basic characters, it would take you upwards of 300,000+ Shards to unlock all the non-licensed characters. That is insanity, and it's time BHVR starts mitigating that grind.

    So I suggest that players receive Shards in addition to Blood Points when the Grades reset every month. A flat amount of Shards for every grade increase should be enough. Even a mere 200 to 250 Shards per Grade would help a lot, but I think 300 to 500 would be healthier.

    Alternatively, Shards could scale directly to the Grade like Blood Points do. Something like:

    • Ash Grades = 200 Shards
    • Bronze Grades = 250 Shards
    • Silver Grades = 300 Shards
    • Gold Grades = 400 Shards
    • Iridescent Grades = 500 Shards

    For example, reaching Ash I would reward you with a total of 800 Shards, while reaching Bronze I would reward you with a total of 1,800 Shards: 800 from the four Ash Grades and 1,000 from the four Bronze Grades, and so on.

    This would make dedicated playtime feel more rewarding, both for new and veteran players. This will help new players who don't have the spare cash to throw around on all the DLC be able to unlock more of the game quicker. This will also help veteran players unlock more cosmetics, which I'd say they deserve for sticking around all these years.

    I may as well post the thread I made a couple weeks ago about this. Seriously, it's time for BHVR to stop being so stingy with shards.

  • @Monlyth said:

    So this is what Killer entitlement looks like.

    This developer update addressed several of the longest-standing Killer complaints in the game: Dead Hard is still too prevalent, Medkits are too strong, Circle of Healing is too good, I feel like I need to tunnel in order to win.

    Boom, Dead Hard nerf. Boom, Medkit nerf. Boom, Circle of Healing nerf. Boom, Pain Res now rewards you- substantially- for not tunneling.

    This is one of the most hype mid-chapter updates I've ever seen, including 6.1.0.. Dead Hard is finally, finally eating a serious nerf. I don't have to tunnel anymore, I can just hook whoever with Pain Res. Medkits aren't god-tier anymore.

    I can hardly wait to play a game where I don't have to wait an extra 2-3 seconds every time I catch an injured Survivor. A game where a successful mindgame isn't countered by pressing a button. A game where Survivors actually have to be good at looping because they don't have a third health state at the ready.

    I can hardly wait to play a game where I don't have to wait an extra 2-3 seconds every time I catch an injured Survivor. A game where a successful mindgame isn't countered by pressing a button. A game where Survivors actually have to be good at looping because they don't have a third health state at the ready.

    But you will have to do that. It just won't be on the first chase. The second and third chases, though? It'll still be exactly like that.

  • Sorry but asking people to not be awful is asking too much. Especially here.

  • This thread is yet another shining example of how happy and healthy the DbD community is.

  • @Monlyth said:

    BHVR: "Borrowed Time is now basekit"

    OP: "Imma tunnel"

    BHVR: "Dead Hard now activates after being unhooked"

    OP: "Imma tunnel"

    BHVR: "Pain Res now rewards you for spreading hooks around"

    OP: "Imma tunnel"

    BHVR: "Medkits are weaker now"

    OP: "Imma tunnel"

    Just a thought, OP: Have you ever considered not tunneling? What with the devs doing everything in their power to discourage it, and all?

    What with the devs doing everything in their power to discourage it, and all?

    Since when?

  • Killers really aren't allowed to have anything, huh?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394429#Comment_3394429

    How many DH's do you think actually succeed?

    As a percentage.

    Don't know. Don't think it matters, either. There's tons of newbie players who flub DH constantly, but there's more than a few players who can use it almost perfectly. It's like the difference between a bad Nurse and a good Nurse, you're going to get very different results.

    Anyway, according to a lot of people on this forum, Dead Hard is a bad perk that never works and takes lots of skill to use and is never reliable and you're much better off using any other Exhaustion perk. But people use it anyway, because it's "fun," apparently. Because it's "fun," I think people are going to continue using Dead Hard like they always have, because the nerf that was supposed to require effort on the survivors' part to earn it has been changed into something that requires no additional effort whatsoever. Survivors don't have to change anything about how they play, it's just a slap on the wrist tweak now, so it won't change anything at all.

    Which is hilarious for an update that was supposed to change things.

  • I want to see Jonah in a suit. Not a good suit though, I want him in a cheap and drab suit and tie that someone would actually wear while dealing with the boring bureaucratic side of being a federal agent. Also, more practical outfits for Zarina. I want to see something outdoorsy for her, like if she went to do a film piece in the wilderness and had to dress appropriately for a camping trip.

  • @durag_demon1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393464#Comment_3393464

    So it's the survivors fault that we use self healing as a strat to be more efficient???.. .hmmmmm

    Yes.

  • I'd like to increase the range of Self-Perservation, and maybe add a small Haste buff to it, like 5% - 10% for its duration. I'd add the same Haste bonus to Poised as well.

    Grim Embrace should reveal the auras of everyone except the Obsession, and maybe increase its duration to 60 seconds.

    Leverage should have its healing debuff applied as soon as the survivor is hooked, and either extend the duration or only start the timer after the survivor is unhooked.

    Game Afoot should come with a small speed boost to kicking pallets while in chase.

    Fast Track should be changed so that every Good skill check should consume 1 token for the progression bonus, while Great skill checks consume all tokens at once, as it does now. This would make it more consistent to get value out of.

    Please for goodness sake, remove the chest/totem speed debuff from Calm Spirit.

    Bite the Bullet should apply to you being healed as well.

    Small Game should highlight the auras of totems when you get close enough to them. Premonition should highlight the killer's aura for 1 second when it activates.

    Corrective Action should work in a small radius around the survivor like Leader and Streetwise do.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394335#Comment_3394335

    That's not an unnerf.

    That's, at best, a change.

    The maximum limit of the perk is far less but it has guaranteed activations now.

    The perk is still bad though. It got nerfed extremely hard.

    Guaranteed activations is why Dead Hard will remain a meta perk that everyone runs, because they don't have to do anything to earn it. It just happens passively, same as before. The only change is that now it can't happen during the first chase with any survivor. After that, it's the exact same meta as usual.

  • @C3Tooth said:

    They want you to grind to buy original chapters and skins. They're not going to give you 5000 shards per month.

    Half a character per month isn't unreasonable. Do you know how insane the grind is when you start from scratch? You're going to need shards in the ballpark of 300,000+.

    I made a thread about this in the suggestions forum to add roughly a few hundred shards per grade, and that's still just a drop in the bucket compared to the big picture.

  • @KayTwoAyy said:

    I was under the impression they did something about this already?

    In the last month, I've probably hopped off a gen 5-6 different times in which I promptly received the skill check audio queue. A skill check never appeared on screen and nothing happened to the gen. On one occassion, I even felt as though I hopped off the gen several fractions of a second after the skill check sounded, and I still had no issues.

    I also have had moments where I let go of the generator the moment the notification sound came up, but nothing happened.

  • @Mystic_Mizu said:

    Lol you can see that the Steam reviews shows:

    Recent Reviews: Mostly Negative (9,547)

    All Reviews: Very Positive (472,288)

    The negative reviews were mostly left on March 25th which is when the PTB changes were announced I believe. 1,559 negative reviews on that one day. People need to get over themselves. Just because they didn't get their way in the PTB, and look at that, the PTB was changed, what are they gonna take their negative review back now? No, those people are just impulsive on leaving bad reviews because the PTB wasn't going their way. Well life sucks sometimes doesn't it.

    It still worked, though.

  • Don't worry, after they nerf Deadlock to last only 10 seconds, they'll buff Deerstalker by extending its range by 2 meters.

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