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Dreamnomad

Dreamnomad

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Dreamnomad
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  • Outpost: Quincy - Industrial complex in the desert.

    Raids: 75 Kills: 249 Kill Ratio: 3.3 Artistic: 38 Fun: 30 Ingenious: 16 Brutal: 12

    https://www.youtube.com/watch?v=_2iYZOh1BhA


    Meet Your Maker_Quincy1.jpg Meet Your Maker_Quincy2.jpg Meet Your Maker_Quincy3.jpg Meet Your Maker_Quincy4.jpg Meet Your Maker_Quincy5.jpg Meet Your Maker_Quincy6.jpg Meet Your Maker_Quincy7.jpg


  • Outpost: Meadowlands - I'll let the pictures speak for themselves.

    Raids: 111 Kills: 424 Kill Ratio: 3.8 Artistic: 50 Fun: 40 Ingenious: 23 Brutal: 19

    https://www.youtube.com/watch?v=uosUS-t1tvc&t=1s


    Meet Your Maker_Meadowlands1.jpg Meet Your Maker_Meadowlands3.jpg Meet Your Maker_Meadowlands6.jpg Meet Your Maker_Meadowlands8.jpg Meet Your Maker_Meadowlands10.jpg Meet Your Maker_Meadowlands12.jpg


  • I've just had my first blatant hacker replay. Guy goes into base, drops phoenix pod, dies, respawns on the gen mat, drops phoenix pod, dies again, respawns on exit. I knew before even watching the replay that something wasn't right because the player died 3 times and escaped with the gen mat in 36 seconds which is obviously physically impossible. Cheaters are in every game, but it seems particularly bizarre to cheat in this game.

  • I don't know what time zones you are playing in, but killer bonus is rare where I live.

  • I feel that way about playing survivor most the time. If I have a bad game as killer, I can at least recognize that my own gameplay and choices were at least significantly responsible. When I play as survivor and have a bad game it is far more frustrating knowing that so many things were beyond my control.

  • Just a troll post with no evidence to support its claims. I can't even count the number of times I've seen "this game is dying" posts. I'd actually love it if someone were to bother putting together a post linking all the "this game is dying" threads.

  • I'm a big fan of Nowhere to Hide as well. Very rarely do I fail to get good info off it. Even if you don't see a survivor, that is good info. On the survivor side of things, I absolutely hate having to rely on other survivors to get healed. So I almost always run Botany Knowledge and Self Care or Inner Strength. Worse care scenario, I'll use bond so I can at least find someone to heal me. I often pack a med kit too.

  • I'd be good with Predator. I could care less about Jeeper Creepers. It wasn't mentioned, but I'm going to go ahead and bring up that I'm not interested in a Five Nights at Freddy's expansion either.

  • Agreed. I'd even go one further. It would be nice if there was some kind of mechanic like the wind that blows lost bolts closer to the play area.

  • @Hex_Maidenless said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524148#Comment_3524148

    I seem to remember around 6th anniversary somewhere there was a player survey and some of it definitely focussed on the possiblity of alternate game modes, but to this point nothing has come of it.

    I'd like to draw your attention to the following post I started in Sept 2018:

    @Dreamnomad said:

    Every other weekend, there should be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:

    Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.

    Super Speed: Both killer and survivor have 30% increased runspeed.

    Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.

    2 killers vs 6 suvivors

    Random 12: Both killer and survivors all have 12 random rank 3 perks.

    Back to Basics: No perks, items, or add ons.

    Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.

    Fog of War: Massively reduced information available to both killers and survivors. Killers do not have a terror radius. Survivors do not make scratch marks. All auras are disabled. Killer can't see unfinished generator auras or active hex totem auras or hooked survivors. Survivors can't see slugged or hooked survivors. All perks for both killer and survivor that enable auras have the aura reading components disabled.

    Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.

    Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.

    Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.

    Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.

    Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
    First Survivor Killed earns 2500 BP
    Second Survivor Killed earns 3000 BP
    Third Survivor Killed earns 5000 BP
    Fourth Survivor Killed earns 7000 BP
    Fifth Survivor Killed earns 10,000 BP
    Sixth Survivor Killed earns 15,000 BP
    Last Survivor Killed earns 20,000 BP
    Randomly Selected Killer earns 10,000 BP
    Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.

    3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
    After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).

    I've been beating this drum for a really long time. While I'm hopeful it will happen at some point, I'll believe it when I see it.

  • @SkeletalElite said:

    More than 6 killers are "generally played"

    Here is my last 2 months of survivor matches

    https://us.v-cdn.net/6030815/uploads/AG8RXDH2BJTZ/image.png

    there are a few outliers (hag, freddy, twins, demo, artist, wesker) but other than that there is a pretty good variety of killers.

    Here is a chart with wesker excluded so that the other killers bars appear more visually distinct

    https://us.v-cdn.net/6030815/uploads/C905IE2KOG82/image.png

    Sure some killers are not as popular, but its not exessivly so and I would say WAY more than 6 killers are "generally played"

    Here is nightlight's general data fromt he past 28 days

    https://us.v-cdn.net/6030815/uploads/2N4AP06P0WWD/image.png

    From a sample of 26,500 games we see that the top 6 killers have a combined 33.45% of the play rate. This is quite a bit more than the % of the roster than they take up (about 19%) but not excessivly so and frankly wesker is such an outlier that he alone makes it seem worse than it is.

    You know, it's kind of hysterical how wrong people's gut feelings often are. The OP's assertion that only the top 6 killers see play is not only categorically untrue, but he was even wrong about 4 out of 6 of the top 6 killers!! 4 OUT OF 6! Now, your data is only for the last month which included the Summer event which no doubt increased the Clown's play rate. Given a larger data set then Wraith would probably edge him out for the number 6 slot which would make him right in 3 out of 6. Which given the original argument made would still be awful.

    But no matter how you look at it, 66% of the games played do not include the top 6 killers. That is pretty impressive diversity when you think about it. Given how players tend to "group think" and establish "metas". I always find it amusing when actual data crushes people's false assertions.

  • Absolutely yes.

  • I prefer the new system but not for the reasons others are stating. The new system is amazing for certain quests like "perform x great skill checks". But yeah, it is also far easier on my controller too.

  • @Leonardo1ita said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3518352#Comment_3518352

    The problem is that we need something to objectively evaluate difficulty, and mazes apart (which are annoying), if a base is super "Brutal", then by definition it will kill you. If without exploit, you don't find it fun for a personal reason, not an "objectivable" reason like a maze, then that doesn't matter, fun or not the toughest base to beat must win that prize. Especially IF it's a base that able to counter every raider defence, force you to use every equipment possible, etc.

    Again, I think you are overthinking this thing. Realistically, there will be thousands of entries and only a handful of judges with limited time to go through them. If we are lucky, maybe 20% of the entries will even be seen by the judges. Just temper your expectations.

  • The assumption you are making is that things are going wrong. According to who? From my perspective, things are vastly better than they were a couple years ago. I stopped playing for about a year and a half. I came back after I got a PS5 and was really impressed with the changes during that time. The change to the prestige system alone is a massive step in the right direction and was perfectly executed. Lots of weaker perks got bumped up and OP perks got toned down. Maybe you just need a break from the game to get some perspective.

  • It has to be Wesker right? He wears sunglasses and a trench coat.

  • What exactly do you want? A shoulder to cry on? Some kind of change to the game?

  • I would add alternate game modes. It is utterly mind boggling to me that this hasn't been done yet. Imagine a game mode where there were 16 players in a lobby and once the game starts, one random player is given a role as a random killer. There are no hooks. Once a killer downs a survivor in this game mode they can instantly mori. Once the player is mori'd they respawn as a random killer. Would it be balanced? Not even close. But OMG it would be fun! There is infinite potential here that is going completely untapped. And for the life of me, I can't figure out why.

  • Infinite Tier 3 isn't even Michael's most unbalanced add on. Tombstone Myers is far worse imho. Iridescent add ons are supposed to be pushed. They are also really rare so you won't see killers using them too often. Just like a bunch of survivors with brand new parts aren't all that balanced. None of this even begins to address how unbalanced things used to be. Mori's used to be able to be done after the first hook for example.

  • @Amaroq64 said:

    I don't understand what you mean. Pistons break holocubes, so wouldn't it have to be 2 deep?

    Nope. If you put the piston inside the holocube, it doesn't activate until the holocube is broken by other means (usually being stepped on by a raider). Once the holocube is broken, the piston activates and with the pulverizer mod, it immediately goes up giving the raider like a nanosecond to respond before dying. Give it a try.

  • @[Deleted User] said:

    There's a lot of Killers with recycled powers; think of Huntress... Why would I really play someone like Trickster, when I can do it better and easier with Huntress?

    Hillbilly is another example of this. He's pretty terrible in the modern era of Dead by Daylight, so why would I play him, compared to a Killer like Oni or Blight? Honestly, even Cannibal is a better Killer with more oppressive anti-loop and control over his Chainsaw.

    I think there's just too many repeat ideas. BHVR isn't running out of good ones though, they just get stuck in a loop of designing the same thing multiple times over.

    As an example: Knight -> Merchant -> Singularity

    Those 3 play nothing like each other.

  • This categorically isn't true. When I play survivor, I run into more Weskers than anything else. But all the other ones on your list I don't run into excessively. Over the last 20 games, I've run into more Pyramid Heads than Nurses. It's true that there are a handful of killers that I have seen extremely rarely like Hag and Twins. But I generally get a pretty good mix of killers.

  • Sounds like a good time to be running anti-tunnel perks.

  • Amazing first post. Welcome to the forums.

  • Yes, I'll be picking it up. It seems super fun to me. I've heard criticism like "Alien is just a combination of Nemesis and Demogorgon" which I don't think is true but even if it was, that sounds kind of awesome to me! Give me a teleporting tentacle boy!

  • Outpost: Endeavor - I would say this one is a little more difficult than Oriskany or Simeon, but for a Brutal level it isn't all that hard. Similar to the other two, this one is non-linear arena style but with less pathways.

    Raids: 88 Kills: 579 Kill Ratio: 6.6 Artistic: 33 Fun: 30 Ingenious: 26 Brutal: 26

    Meet Your Maker_20230816024622.jpg Meet Your Maker_20230816024655.jpg Meet Your Maker_20230816024715.jpg Meet Your Maker_20230816024753.jpg Meet Your Maker_20230816024812.jpg Meet Your Maker_20230816024841.jpg


  • Outpost: Oriskany - again, not particularly difficult. Something of a non-linear arena style. Any build is viable.

    Raids: 89 Kills: 332 Kill Ratio: 3.7 Artistic: 33 Fun: 34 Ingenious: 21 Brutal: 17

    https://www.youtube.com/watch?v=CPbYK2CO7Hc


    Meet Your Maker_Oriskany1.jpg Meet Your Maker_Oriskany2.jpg Meet Your Maker_Oriskany3.jpg Meet Your Maker_Oriskany4.jpg Meet Your Maker_Oriskany5.jpg


  • Well, naturally I'd recommend checking out my own (Dreamnomad) outposts on social. I'm particularly proud of Oriskany, Endeavor, and Simeon. But I would also like to draw attention to two of my favorite builders. Juga de Vaga and Pigeon_Chest are both amazing. If you haven't seen their stuff then you are missing out.

  • Post some pictures.

  • @The_Todd said:

    I used it too but to be honest I don't think it was intended that way, because it is instant death once you step into it, which differentiates it from all other traps we have in our disposal.

    Intended or not, I don't think it's problematic. Raiders just need to watch where they stand. If it is unpainted bedrock that isn't obviously the harvester trail then be wary.

  • @Caiman said:

    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"

    Who in the history of the world has ever had this conversation? Hyperbole much?

  • Sarcasm in text can be hard to discern sometimes, but I'm just going to assume this is sarcasm.

  • @RaNdOmKiLs666 said:

    Ravagers were pretty well balanced and interesting before and now they're don't serve any kind of a purpose and lost their uniqueness.

    I quite liked how they had a horizontal spread on their weapon, but that's lost now and there's only a pointless round spread that is basically the same as the enforcers shot anyway.

    Their projectiles phasing out of existence doesn't make any sort of sense, how can solid matter go away like that? It simply doesn't.

    The attack speed nerf wasn't warranted, their fire rates seemed pretty fair to me.

    The only change that doesn't really bother me is making their view range the same as an enforcer, that's the only sensible change, the others are nonsensical and need to be reverted.

    So please listen to me and revert the problematic changes to the Ravager.

    I don't think it's so much that they "phase out of existence" as they just lose lethality after a certain distance. But for the sake of clarity they make it so it looks like they "phase out". Can you imagine the confusion of raiders if after a certain a distance the bolts just bounced off them but there wasn't any visual indication as to why sometimes the bolts kill and sometimes they don't?

  • I post my opinions on the topic in general discussion, but yeah, I agree with what is being said here. Ravagers were completely nuetered. Keep the shorter range. That's fine. Make is shorter if you want. But make Ravagers deadly at the short to mid range. Bring back the shorter engage time. Increase the spread. If you walk around a corner and a Ravager is there then you should need to react quickly or get a shotgun blast to the face. They really are just bad Enforcers now.

  • I was just thinking about this the other day. Simple quality of life change. Make it so any resources within one tile get sucked up. It is seriously annoying when you break a tomb and the resources fall all over the place.

  • That is a long list of stuff. I wouldn't mind a number of those things but some are concerning. I have misgivings about things like teleporters or platforms. Either seem rather abusable. I feel the same way about barriers or doors. That would just further enable killboxes. And it's unfortunate too because a good builder could do some really fun things with those traps. But let's be honest here. Most players would just abuse it.

  • Is the OP suggesting that the Wraith is too strong? Wraith?

  • That's annoying. How do you go about setting up an "incognito window"?

  • @Leonardo1ita said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3517386#Comment_3517386

    I'd say that is more Artistic that Ingenious, maybe a wild card, because the point of Ingenious is who has the most Ingenious combo that kills you, not that advantages the raider. Or at least that seemed the definition.

    Ingenious - clever, original, and inventive.

    Rethinking how the game is played is the very definition of ingenious. If someone came up with a really cool, clearly marked parkour course for the raider to get to the gen mat or they could follow a 2000 meter harvest trail, I would call that ingenious too. I've seen some really clever use of splash mods on acid cubes lately that I found ingenious as well. Coming up with very clever dead man switch traps is also ingenious. Really cleverly done false entrances can be ingenious too. I would argue that dangerous isn't a necessary component to being ingenious though. I would also argue that you can come up with something super clever but if it is just plain annoying or tedious for the raider that it shouldn't and most likely won't win.

  • It really feels like they don't seem to understand the purpose of their own guard. It's clearly intended to be the guy with a shotgun. What do shotguns do? They fire in a spread making them effective at close to mid range but ineffective at long range. Well, they got the ineffective at long range part down at least. Now let's work on the other part. The spread is insanely small. Like even at the max range where the shots disappear, the spread is like 1ft. They could easily double the spread distance.

    They also increased the engage time from 1.5 to 2 seconds. I think the engage time before was pretty perfect honestly. When you walked around a corner and ran into one, that decreased reaction time is what really made them dangerous. Which again, close range is where they should be effective so that made sense. What I think they should do now is to reduce the reaction time from 2 seconds to 1.75 seconds and then give the Ravagers a unique mod "hair trigger" which reduced the reaction time by another .5 seconds. This would give the Ravagers the role they should have... close range guard. Hell, reduce the range another 4 meters if you want. Just make them good at what they are supposed to be good at.

  • I think you are overthinking it. When you come across an outpost that is really difficult but fair, you know it. It is absolutely possible to make a "brutal" outpost that isn't a killbox. Likewise, you can make some really ingenious outposts that aren't garbage mazes. I'll give you an example. I saw a youtube video from a streamer called Dakkabooms raiding an outpost from Pigeon_Chest. The builder made a "golf" outpost with an intended spot for the raider to use the cannon to launch their bombs. There were clearly marked holes. If the raider successfully landed their cannon shots into the holes they would go down and blow up areas of the inside of the outpost making it easier to go through. If that isn't ingenious then I don't know what is.

  • The Pantheon of Builders showcases some of the best Outposts Meet Your Maker has to offer. Here’s everything you need to know about how to submit your Outpost.


    "While we don’t encourage submitting the same Outpost more than once, players are free to submit as many of their Outposts as they’d like."

    It's in the article.

  • Tip #1 The most important thing is to not take it too seriously. I was way too hungry for kills the first year I played this game. I was everything survivors hate. I was the most tunneling, face camping killer you could imagine. I didn't care about the survivor experience. I just wanted to kill everyone. Now, I really just don't care that much whether survivors live or die. Don't get me wrong. I still actively try to do my job as killer. But now I focus more on objectives. I generally don't camp (exception is when last gen is done). But I enjoy the game a lot more now.

    Tip #2 It's a game. It should be fun. Try to find what is fun for you. Find your killer. Forget all the killer tiers. Which killer playstyle is the most fun for you? Focus on that. For example, I'm not a nurse or blight player. I don't have the internet connection or twitch skills to play them successfully. For me they are F tier killers. I will never be good with them. I fully accept that. I enjoy killers where I can play more of a "macro" game. For instance, Freddy and Sadako. I also enjoy doing meme type builds or just building around a certain theme. I also tend to like "one shot" killers like Michael or Ghostface.

  • They have already addressed this question a number of times. Short answer is no. Long answer is something like:

    1. Many players like most of the killers just the way they are.
    2. Not all killers are meant to be equally dangerous.
    3. It isn't worth the resource cost/time to constantly go back and work on old killers.
  • I'm 100% on board with giving players the option to turn off voice lines. But I'm also 100% on board with adding more voice lines to characters so the people who do like them can enjoy them. I don't want characters yapping non-stop but I do like to hear a few lines during a match.

  • Kills do not determine pipping. Basically, all the things you do to earn bloodpoints is what progresses the meter on whether you pip or not. It also gets more difficult the higher you get. If you wipe out the survivors too fast then you deny yourself the chance to pip.

  • Most endurance perks are associated with stopping killers from doing unfun things like tunneling or slugging. If you are making a lot of hits that cause endurance then it's possible that your playstyle is the problem and BHVR is trying to send you a subtle message.

  • I would argue that exploiting a bug on PTB is a good thing. It gives players and developers a chance to experience the game in different ways. Maybe, just maybe, the mistake is actually a good thing. (I'm not saying that it is in this particular case)

  • I'm good with it. I do think they should make an effort to make the markings map thematic though. But clarity is important.

  • What are you even talking about? Xenomorph has some of the better perks we've seen in a while. None of which repeat anything other perks do. Are you seriously asking for new characters to be released without perks at all?

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