ContentCreator
ContentCreator
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Is the loading screen art published anywhere? Or info on the artist?
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996772#Comment_3996772
true but what I meant tho was like a pre-emptive announcement, I feel like that would harbour a ton of use for BHVR in both generating hype and getting feedback on what the players would actually want for that mode. But idk maybe I'm just giving them too much grace.
Because it's not finished yet:
February 10th - March 4th (3 weeks)
-> Beta for Wesker, Nemesis, Legion, RPD
May 15th - May 29th (2 weeks)
-> Beta for Oni and Ghostface
August 16th - September 9th (3 weeks)
-> Beta for class rework, play as you wait, 3 new maps
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@Deadman7600 said:
If that's the goal, why not just announce that 2v8 is going to become the new flagship mode?
I feel like there's some merit to this idea tho, but its probably more like 2v8 was the testing ground for these new changes not the origin.
They're still heavily tweaking 2v8 and integrating killers and maps into it. A lot of their IP is not compatible with it yet.
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Bumping because now they're useless lol
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I like them. The only change should be that they come with one charge and refills are tied to generator progress. The same way flashbangs work. No other item is a passive infinite.
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@AbsoluteMeghead said:
Oooh and killers should have to hit a survivor before they can use any of their powers just like Oni.
/SIt would come with a charge. The unique ability to refill it passively forever is what doesn't make any sense.
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Same
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Is this the only game that does Twitch drops that fail to register this often? Terrible system
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Tome crashing game. Randomly low frames. What is this patch
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Tome crashing the game. Very low frames on randomly
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I'm glad we can all agree on this point.
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Another win more perk. A team that isn't getting pressured can just call in body blocks and/or hover.
Pair with Overcome and a syringe. GG -
I watched someone get back to a 4% unhook that was 80m away then chew through OTR and DS- all of that in under 40 seconds.
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Appreciate the fix!
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Saw a baby killer win 17 games in a row with Ghoul lol. This character is stomping low MMR pubs to death.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905832#Comment_3905832
Do I think a syringe was designed to be used when there isn't time to perform a regular heal (i.e. just before or in the early stages of a chase)? Or that a styptic was designed to be used when a hit was incoming (which would almost certainly be in chase)? Absolutely. Obviously.
I wouldn't argue that it's a healthy thing, but I definitely think that was the intent.
Okay, so you think two medkit add ons are intended to be used like Dead Hard
A BNP skill check seems appropriate then -
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905995#Comment_3905995
Nope, terrible idea. Why do I have to use a skill check to use a syringe or a styptic? Now you wanna make medkits like a BNP on a toolbox? What?
You just laid out the argument that too many weak perks have high costs like cleansing/rummaging.
Why would the two strongest add ons that work like Dead Hard, a strong perk, not have some volatility?
BNP is a great example, thanks -
A mandatory skill check making these Dead Hard items slightly more risky shouldn't be this controversial lol
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As someone who has played a lot of Legion waiting for his buff, seeing Ghoul compared to him is hilarious to me.
Legion's power turns into 50/50 pallet standoffs. He can't even see blood or scratch marks in his power.
Ghoul is a Blight rush into an autoaim Deathslinger shot. It's the most braindead injure in the game. -
@brewingtea said:
How are those kill rates looking? Still 60%+?
Stop complaining, you are literally catered to with every single patch
I play more survivor than killer. Playing with friends is the draw. Even bad games can be fun.
Bad games as killer have no redeeming qualities whatsoever. -
@Thusly_Boned said:
Using the item as intended isn't "abuse". If you want to seem them nerfed just say that (it's a fair position), trying to frame it as abuse is silly.
And pausing to use it mid chase isn't risk free as it is, at least in the case of the syringe.
I asked if people thought it was worth addressing. Were they intended to be extra Dead Hards in chase? If not, that would be abuse.
Styptic seems intended to counter interrupted heals. Syringe being passive is the draw. Stacking it with abdominal and botany or whatever makes it closer to instant than passive. -
@Blueberry said:
First hit's supposed to be easy like Legion. It also needs to be very forgiving to land for console.
Legion's entire power turns into 50/50 pallet stun camping.
1st hit = Deathslinger w/ autoaim
2nd hit = m1 killer who can vault pallets and cover the map like blight -
Legion is a higher skill threshold. Being weaker isn't a bad thing.
Ghoul is the strongest killer relative to skill level. Why play anyone else unless you want a challenge? -
The strongest killer relative to skill level. Injures free, insane range and mobility. Super strong tunneller. Catches up to the save instantly, disables OTR and DH with deep wound on unhook.
Miserable to play against even with everyone running MFT and resilience and overcome.
Won't be nerfed until they sell enough waifu skins. -
@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/435045/aura-on-last-downed-survivor
If unbreakable or exponential is in play, there shouldn't be an aura read.
If there is no way for them to get up and death is inevitable, there should be an aura read.
That's fine. The point is that when a game is unwinnable, it doesn't turn into hide and seek bleed out timer. Pointless stuff.
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Just made a hag D/C by triggering traps and dropping firecrackers all match.
Love those winter chests and all of that counter play! -
@Xyphus said:
Certain circumstances, yes. But with two Survivors left I can't think of any other than that the last Survivor is already injured and close enough to ensure a fast down, so that no one has to waste their lifetime over a greedy Killer.
Which clearly isn't the case here.
Call me biased or whatever, but this is just a big pile of BS.
Every instance of a final survivor hiding to bleed out and waste the killer's time is "toxic"
If toxicity is the issue, this prevents that.
It also just speeds along a foregone conclusion. -
@Xyphus said:
And yet you gave them the time to crawl away - meanwhile killing the last Survivor AND finding the hatch.
Yes, I'm totally convinced that you didn't have any toxic intentions!
There is nothing inherently toxic about slugging to win. It's only advantageous in certain circumstances anyway.
Slugging to bleed people out is toxic. This whole thread is about not bleeding them out. The game is over by that point.
If you'd prefer shutting hatch just instantly kill them like end game collapse- fine. -
Slugging is only toxic if you force the bleed out. Plenty of situations encourage slugging.
- An aggressive team swarming pickups with flashlights/flashbangs.
- A successful sabotage makes you drop someone.
- Two survivors left and they trade for an unhook.If I'm crawling and hiding, it's in hope of being picked up or finding hatch.
If neither is a possibility, I just want the game to end quickly so I can play again.
The malicious replies in this thread speak for themselves tbh. -
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856211#Comment_3856211
You were looking for a perk that's practically a 1:1 replica of what Flasbang does? There is none. You talked about stuff being "comparable" to Flashbang, while also mentioning Blast Mine, which has nothing to do with halting a pickup.
I was giving an example of something survivors can use when you go for a hook that you won't know about beforehand and may cost you the hook. If the sabo comes late enough, you may not be able to reach another hook and dropping the survivor may put them in the injured instead of the dying state. If the survivor gets off your shoulder after you've spent time trying to get to a hook, that costs you more time than losing the survivor in the original pickup animation. With original DS, many players agreed that the non-obsession survivors using it were more damaging because the amount of time the killer lost was much greater than the time lost when the obsession used it.
Anyway, the point of my original statement was that there are many perks and add-ons in the game on both sides that you don't know about until they come into play the first time. That's how a lot of things work in DbD. You can assume certain things are always in play and counter them from the start, or you can play like normal and counter something after it comes into play the first time. If you're not countering something before it comes into play, it's very likely to provide value the first time it's used, and then it's up to you to not let it get value again.
No, I'm not saying Flashbangs are okay, but the reason Flashbangs are not okay is because survivors can clip into the killer during pickup and drop it into their hitbox. I don't think it's fair, I don't know why it's still in the game, I think the devs should remove it, but I'm not a dev. It has nothing to do with not being able to see Flashbangs in lobbies. You can't see Residual Manifest in the lobby, either, but it means the survivor will definitely get a flashlight out of a chest, and that's faster than crafting a Flashbang.
None of these counterarguments have withstood scrutiny. Your wordcount won't change that.
You're out of comparables now so you're filibustering.
Flashbang is anti-gameplay. They should fix it. -
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855386#Comment_3855386
Sabo, the perk. That plus Background Player is not telegraphed, you learn about it when they use it.
You can either walk to another hook or drop the survivor in a downed state.
Flashbang happens during a pick up animation. They don't drop into a downed state. You're stunned. -
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855360#Comment_3855360
I'm not sure what else you could compare to Flashbang.
I'd say Flashbang is like a survivor coming in with Sabo and/or Background Player.
Background Player doesn't do anything on its own
You can see if someone has a toolbox -
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855347#Comment_3855347
Most perks and add-ons are unknown before their first use in a match.You see something come into play once and try to counter it thereafter.
There are precious few ways to stun a killer and stop a pick up.
Flashlights and pallets have foreknowledge and thus counterplay.
Blast Mine is also free but mostly just wastes time.
Decisive Strike is active for 60 seconds to punish tunneling.
I'm not sure what else you could compare to Flashbang. -
@Skittlesthehusky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855334#Comment_3855334
lets say you're playing a game of chess. the opponent places a threatening piece in a position you initially did not expect, and you adjust your pieces to better defend yourself against their plans later in the game. what would your reaction to their position then be called? it could be you being pressured, or this could be your own form of counterplay. either way, it's still a response from the person in the 'weaker' position, which is a counter by definition.
this same logic applies to flashbangs. you recognize a survivor (or multiple) has flashbangs after they used it in the match. your counterplay is to now discourage the usage and play around future use cases."you recognize a survivor (or multiple) has flashbangs after they used it in the match"
If you can read this sentence and not see the problem lol
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@buggybug said:
What is the counter to these repetitive topics? Lord jesus
I've never posted here before. If this gets brought up frequently, that might be a sign.
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@Skittlesthehusky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855302#Comment_3855302
i disagree. there is actually quite a bit of counterplay!
you can:
a. play for positioning to decrease chances of successful flashbangs at pickup (not guaranteed because otherwise it will remove the purpose of the perk all together)
b. threaten and punish altruism, this can be done by slugging or increasing risk by applying damage or killer powers
c. lightborn, as you described
d. study survivor habits to prepare for when they plan to use it again. do they drop it in chase at 50/50s? do they prefer using it after pallet stuns? pick ups? how often do you find them on a generator?
e. try to force them to waste it through pressure in chase or bait drops
f. pressure generators to increase the time it takes for someone to obtain one
g. if you find the survivor that uses flashbangs frequently, just beat the bollocks out of them and get them on hook or kill them if you can! that's one less flashbang user to worry about
…list goes on
you're not going to be 100% correct all the time, this goes for all perks. you have to adjust based on the information you have. even i struggle against flashbangs occasionally, but it's not impossible to win if theyre heavily used :]When a survivor falls on a pallet, you know to take these steps. You see them on the pallet. Your counterplay was to stop them from going down there. Now you can try to body block or scare people off.
When a survivor has a flashlight, you know to take these steps. You saw it in the lobby. You could've equipped Lightborn. Now you have to pick up facing away or face a wall or scare people offWhen a survivor has flashbang, you have no idea. The onus is on the killer to respect the possibility or gamble a pick up.
That is not counterplay. There's no information to counterplay.
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@Skittlesthehusky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855202#Comment_3855202
hi! sorry, i was not tagged so i didnt see your comment right away.
that is an option, or you could make a decision based off of the information that's available to you at that time of the down. you choose your own counterplay to the perk. 😊There is no counterplay beyond "predict they have it" and "hope they mess up"
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So assume they have flashbang and take time to scare them off some vague minimum distance?
For every down in every game? And hope they mess up otherwise?@BritneyMitch @Skittlesthehusky