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Caiman

Caiman

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Caiman
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  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370959#Comment_3370959

    No. The perk actually disables or makes harder certain things. Spins are just 1 of things (and they are not done only to beginner killers - watch Ayrun for example), but you also have FOV tech, window tech, hiding behind obstacles (one of few counters to Oni) and so on. The effect is by far not marginal. And I know some blight players - the reason they take the perk is not "to feel good".

    You keep calling it "tech" but most of that junk is just really stupid and shouldn't be a part of the game.

  • @C3Tooth said:

    If Crotus realm has a single map (Asylum) it would be a waste, I like Clown share the same realm; or Huntress & Plague share Forest, that makes the realms have variations.

    I prefer to have more maps in realms with only 2 variations like Crotus, Forest, Swamp; or new realms with only 1 map like Garden, Saloon, Shattered square, Eyrie. They would able to make more maps that way.

    What I see is MacMillan realm is only for Trapper, AutoHeaven for Wraith, Coldwind for Hillbilly. I feel lame to have SM to share MacMillan with Trapper, it should be Crotus, Forest, Swamp. But at the same time Im glad Shelter wood isnt big middle dead zone anymore.

    Now that you mention it, they should have made a new map in the Red Forest for the Skull Merchant, since they were already reworking it at the time. Missed opportunity.

  • I wish all his traps spawned on the map already armed and ready. It probably wouldn't amount to a lot, but those moments where a survivor accidentally bumbles into a random trap in the first 15 seconds of the match would be great.

  • @Technature said:

    Here is the best advice I can give.

    When the game is over, the End Game Chat has a little button with two arrows at the bottom right.

    Click that button.

    And pretend the chat never existed.

    Just trust me on this.

    Best thing about being on console is having chat disabled. While it would be nice to have chat, I'm probably better off without it.

  • @notJustDante said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370588#Comment_3370588

    I think that's a solid solution too, but you know how many people would complain about that. I think BHVR would prefer to not make another free anti-tunnel perk, even if something like this would be okay since it can be countered.

    Imagine running it with Deliverance. Unhook yourself on first hook, heal yourself on second hook.

    I wish Renewal was still called Second Wind, it'd be a much more fitting name.

  • Knight needs better add-ons in general. Map of the Realm, Call to Arms, Dried Horsemeat, and maybe Iron Mask are the only decent ones he has. Everything else is either too weak, too situational, too restrictive, or a combination of those three.

  • The limited FOV is definitely an outdated design decision that should be thrown out.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370546#Comment_3370546

    And a SWF wouldnt have that info?

    The survivor hud is to give solos the same info as swf. None of the new HUD info give something a swf doesnt already have.

    After the killrates have stabelized, we will hear from the devs changes killers might need

    That's all irrelevant to the point I was making, but yes, SWFs would have that info. That's why SWFs practically invalidate stealth killers, but SWFs invalidate a lot of things and we already knew that.

    Not like anything will ever be done about it, anyway.

  • I don't want any more perks becoming basekit, for either side. I think basekit BT was too generous in its numbers, and basekit Unbreakable will wreck the game and should never happen.

  • Should Renewal activate upon being unhooked to death hook, like how Blood Rush only works when you're on death hook?

  • Have it work like Pyramid Head's cages: if Pinhead stays near (and I mean very near) the Box for too long without picking it up, it automatically teleports away to another part of the map.

  • I think WoO should have its range reduced. 16 to 24 meters sounds fine to me.

  • @Mandy said:

    Showing what survivor has a debuff on them, is far more than a quality of life feature - that would affect balance greatly, as if you knew that survivor has a debuff you would go for them. That would be akin to giving survivors notifications that a killer is in stealth mode for example - which is something I am sure no killer wants.

    But you did give survivors a notification that stealth killers aren't in stealth mode, thanks to the chase indicator, which is close enough -- if Pig or Ghostface aren't chasing someone, they're probably in stealth, so survivors know. Those are barely comparable anyway, killers bring perks and add-ons to cause status effects yet knowing those perks and add-ons are working is too far? Isn't the whole point of Exposed to go after the survivor who has it?

  • It just occurred to me that we have Gift of Pain, which works entirely around inflicting Mangled and Hemorrhage on survivors after they're unhooked. I don't know how these ideas would interact with that, completely nullifying a Scourge Hook perk is probably a bad idea.

  • @SeannyD115 said:

    Honestly adding being unhooked removes hemorrhage when using this perk would be a nice buff to it

    I'd go a step further and have all negative status effects removed when unhooked while using Resurgence.

  • Killer is incredibly more stressful. As survivor, you get moments where you can just stop somewhere safe and think about what to do next, but as killer you have to go go go at all times nonstop just to keep up with the four other players. You don't get to breathe, you have to think fast constantly, and you have to deal with the increasing stress of falling behind as the survivors complete generators.

  • The point of the perk is to transfer progress from a generator that doesn't matter to one that does matter. It's contextual, it's mostly useful for helping to break up a 3-gen situation before it happens, or finishing a generator that is nearly done before the killer gets a chance to interrupt.

    I agree though that losing all tokens upon getting injured is too harsh, it should take away some tokens but not all, maybe 10 tokens lost per hit.

  • The point of a perk is to be able to transfer a significant chunk of progress from a generator that isn't important to a generator that is important. This is primarily for breaking up 3-gens before they happen, or finishing off a generator that is near completion without giving the killer a chance to interrupt at the last seconds.

    Losing ALL tokens upon being injured, however, is too much of a punishment. I'd say lose some tokens instead of all, maybe 10 tokens upon getting hit.

  • A perk that requires another perk to function is a bad idea if you ask me.

  • Too bad Terror Radius exists to ruin your opportunity, unless you're running stealth perks to patch up the holes in Skully's design. And no, her drones' stealth hardly counts, it's literally a giant glowing orange circle, it's not subtle at all.

  • I've been thinking it quietly ever since she came out. Her base design is mediocre but she'll be a magnet for tons of great cosmetics in the future, I'm sure.

    The character is supposedly inspired by manga, but it's only her rare outfit that looks like an actual manga character.

  • If anything, Calm Spirit should buff unlocking chests and cleansing Totems by +5%/+10%/+15% speed so that you get much more consistent utility out of it.

  • @feffrey said:

    Dead hard is used mostly because it is a chase extender if used right but that chase is only extended for a few seconds / most survivors feels cheated with killers getting a free hit in do to latency bad ping . Ultimately it is good for taking a extra hit if you manage but you can use far better perks that do not have such a big down side

    "Dead hard is used mostly because it is a chase extender if used right but that chase is only extended for a few seconds"

    This is one of the biggest lies I've ever seen told on this forum.

  • I'm sorry, but don't think any of these ideas would make anything about the game better.

  • Can we just buff Grim Embrace? Extend its duration to 60 seconds, and maybe all the generators start regressing at the standard rate during the duration?

  • The concept of Skull Merchant's music is interesting, you got high-tech electronic sounds mixed with traditional drum beats, emphasizing her nature as a modern-day hunter who uses technology to track and pursue her prey. And her Terror Radius music is cool, it's hard and oppressive and meant to evoke the image of a persistent hunter. Everything about it is GOOD, until her chase music kicks in, which is where it goes WAY TOO HARD with EVERYTHING and becomes an incomprehensible audio mush.

    If they could just dial down the intensity, it would be fine. Look at Oni, his music is hard and loud drums, but there's pacing to it so it doesn't overload your ears.

  • @icedrake402 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368674#Comment_3368674

    For me, I always got a more "Clockwork Orange" vibe from him, with that combination of style, egotism and soulless depravity.

    I don't really like Trickster's style at all but at least there is an aesthetic cohesion to his design. They wanted an insane k-pop killer, and that is exactly what Trickster looks like. I might not like it, but it is what it was meant to be, so at least the design is successful.

    Can't say the same for Skull Merchant. Both her appearance and her lore lack cohesion, like it's a grab-bag of random ideas haphazardly glued together. Manga fan, ruthless corporate executive, insane wealthy hunter, technological genius, and skulls. Very little of that is represented in her appearance.

  • @Phasmamain said:

    I like hearing the full audio for once. Feels more natural and sounds better imo

    I like the screams sounding more natural, but no screams need to last longer than 4 seconds.

  • @AverageKateMain said:

    Please spare me the whole skill issue while throwing in DH combo. That's old. You definitely have a point with people dcing against the new killer but you're intentionally ignoring the core issues with the last 2 killers that people have been talking about in length. The main issue isn't their chase potential or whatever. It's the fact that they lock down areas and games that would be at most 15 minutes because 30+ minute games.

    Knight was literally complained about because he has the ability to hold a 3 gen so long the servers will end the game. The problem isn't with zoning killers moving people out of loops. It's the fact that the core game is so unbearably bad with the gen speed that killers who lock down areas can hold games for way longer than it should.

    "It's the fact that the core game is so unbearably bad with the gen speed that killers who lock down areas can hold games for way longer than it should."

    So it's a gen speed problem?

  • @Leguś said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367632/good-lord-that-music-is-atrocious

    One thing people don't seem to know is that the Layer 4 - the Chase track - has to be a bit repetitive because actually at any point of it "playing" the chase can happen. Also, each Terror Radius Layer is actually about 30s in length.

    Hag's Layer 4 is specifically even harder to balance out because same Layer is used by Phantasm Traps. Although, the variety in the section is there - the water/log-like sound fades in and out from the layer. Maybe the drums are a little bit too dominant but assuming you know the reasoning as to why it has to be like this then it's at least not terrible.

    Knight's Layer 4 has the bell ring change within said Layer. The pattern is "normal - difference 1 - normal - difference 2" and etc. Maybe again, the consistent rhythm part with drums is a bit too loud although you can argue it fits him due to him being a "Summon Army" Character.

    Nurse's Layer 4 loops perfectly with itself. The dominant instruments provide lots of variety as well. I don't know why people think it's washing machine-like.

    Skull Merchant's Layer 4 has a lot going on with itself. Maybe similar issue like with Knight where 1 sound is a bit too dominant but it's not the worst.

    Also, if people are having issues with repetitive chase tracks then why nobody complains about Executioner literally having about 8s loop and the only variation in said Layer is harder to catch.

    "Also, if people are having issues with repetitive chase tracks then why nobody complains about Executioner literally having about 8s loop and the only variation in said Layer is harder to catch."

    Because it's not nearly as bad as those other examples.

  • And to say something about the Skull Merchant, while I think her design is lackluster, the thing that really kills it for me is that mask she has. Everything else, I can at least kinda see something going on: she's wearing practical clothing for engineering (boots, coveralls) over her ritzy corporate flair (blouse, necklace, and earrings) and has a big stabby robo-arm and... weird things(?) on her fingertips that I still don't understand. That's all okay enough, nothing amazing but it's whatever, there's some sense of design to it. But that mask? I don't understand it at all. Why is it so flashy? What's it made of? Why does it only cover one eye with a bright red lens? Why does it have spikes on the gas mask's filter? I can't stand that mask at all, I don't know what it's supposed to be, and it looks so goofy, wrecks the whole thing for me.

    And above all else, why does the Skull Merchant not wear a mask that looks like a skull?

  • @Krazzik said:

    They used to have a much more dirty, dark, gritty aesthetic but people wanted fancy, bright, colourful skins and then BHVR found out those sold really well they toned down the dar, dirty, gritty atmosphere across the board.

    Most games that make money off of cosmetic sales inevitably start adding tacky and tone-breaking outfits because people like being tacky eyesores. Nearly every outfit Feng Min and Yun-Jin Lee have is obnoxious to look at, and then there's Legion and Trickster on the killer side.

    It infamously happened to Team Fortress 2 and now it happens to every game, because gamers have terrible tastes in fashion.

  • Didn't survivors start ragequitting en masse in protest to try to revert the meta shake-up a while back like the Decisive Strike and Dead Hard nerfs? Didn't seem to work though, maybe they didn't ragequit hard enough.

  • Happens to me on console. Some parts of maps are really badly optimized, especially the new Shelter Woods where the compound seems to chug really badly. And once in a while the game will just randomly decide to stop having a framerate and lock up for half a second, usually ruining whatever I was doing at the time.

  • @hiken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367017#Comment_3367017

    congrats u can see the 3 gen now that u know it just see her camping the 3 gen all the time, congrats u achived nothing! i love the extremely bright suggestions killer mains always give.

    Not a killer main but keep being sarcastic and hostile for no good reason.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366966#Comment_3366966

    Yea... and if I do those things to the killer then by all means they can return the favor. But I didn't. And that is the problem. I did nothing to deserve this and yet the killer found it in them to waste my time and be a complete jerk in the process. I don't care what other survivors are doing to piss killers off. Stop punishing a stranger for what someone else did to you.

    You know the player who did it to you probably isn't here to read your complaints, right?

  • @ReikoMori said:

    This game doesn't need that, in fact no game really needs that because there are much better ways to handle the grind that are player centric rather than profit centric.

    Most games that follow the xp boost pack model of monetization tend to artificially extend the grind that their players need to put up with to acquire things in the game. If people can get things at a consistent decent rate they are less likely to even want buy boosts so you have to make the boost look worthwhile by making the grind overly long or highly inconsistent. DBD in terms of monetization scheme while not great isn't hyper predatory. The grind is consistent and has even been greatly lessened with recent changes, most things can be obtained via shards which are a consistent reward currency as long as you play on a semi-regular basis. The game also has a battlepass and almost 300 usd of dlc so they are good.

    The grind for iri shards is abysmal. 9000 shards per character and you can't use them for licensed characters. New players would have to play the game for hundreds upon hundreds of hours to gain the 200,000+ shards required to unlock all the characters.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367069#Comment_3367069

    The sexy strut is the one that feels literally the most broken. Fairly sure there's something off about that walk cycle and it's so hard to tell if it's deliberate or from trying too hard.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367073#Comment_3367073

    At least Vittorio got to show off cool alchemical/magical tattoos in the process. They added something to the characterisation, that way.

    And the siblings are dressing appropriately for their locale, so give 'em that.

    There is definitely something weird about the animation. She looks like she's gliding across the ground instead of walking, and the hip sway is just a little too exaggerated, like she's doing it on purpose instead of it being the natural swagger of a confident egotistical hunter.

  • There is a slasher movie called My Bloody Valentine which stars a mad miner killing teenagers.

  • Since they're upgrading the bots, I think BHVR should make all available killers, survivors, and perks available in bot games so that players can practice and try them out before purchasing them.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367039#Comment_3367039

    I was interested to see if they would ever do it, but I was hoping it would be for more reason than 'sexy because manga because sexy'. Like, she's just tautologically so.

    And literally nothing makes that walk work.

    To be fair, almost all aspects of her design have weak explanations, or no explanation at all. I have no idea where her tech comes from or how she learned to create it or why it's made of skulls or why her mask looks so goofy or why she's even called The Skull Merchant. The sexy strut is the least of her problems, in my opinion.

  • Some people are jerks. Accept it and move on.

  • @Emeal said:

    bHVR should put SOMETHING in the Survivor HUD that helps with dealing with 3Gens.

    Something that informs the other survivors of whats happening.

    Skull merchant is really really good at 3gens, and SoloQ survivors are not.

    Deja Vu is a perk.

  • @b4gr1m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366137#Comment_3366137

    i was actually going to originally say give it like a sprint burst when a gens completed but then adrenaline would be useless and i liked the idea of having it combo well with exhaustion instead. also 2% haste is absolutely worthless boon dark theory is 4% and even that is garbage

    Alright, bump it up to 6% Haste.

  • Guardian still exists. If you want to speed buff an unhooked survivor, use that.

  • Trying to understand anything through raw statistics is usually a bad idea, especially when you have little or no context. Data only matters if you know how to interpret it properly.

  • @Emeal said:

    You might as well add this effect to Hysteria & Blood Echo then.

    Hysteria works off of injuries, not hooks. Blood Echo though, sure!

  • The wiki still says Leverage doesn't apply to self-healing. Whoever are the maintainers should be contacted about that before too many more people get the wrong idea.

  • My idea for Dead Hard is to change it so you gain Endurance while vaulting, so a survivor can use it to get that desperate leap to safety through a window or over a pallet, but can't play that stupid awful annoying guessing game of spinning in circles trying to bait the killer while the killer is trying to bait the survivor.

    I hate Dead Hard not for what it does but for the mindgame it's created. That's what I actually want gone.

  • @Aurelle said:

    I really like the new Shelter Woods. The new main building is cool (although it can be a little off-putting because it's drastically different from what we usually see in DBD).

    It's a little too different, in my opinion. At least, the living quarters upstairs are jarringly and awkwardly clean and ritzy and brightly-lit. It's weird in a way I don't like, I think they could at least dim the lights down to something a little more moody.

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