Dreamnomad
Dreamnomad
About
- Username
- Dreamnomad
- Joined
- Visits
- 4,633
- Last Active
Comments
-
Nothing really jumps out at me. I would say weave attunement but it's already scheduled for a nerf next month. I see a lot of complaints about Predator on these forums. I haven't gotten around to playing with it yet but I can understand how some killers might be a bit broken with it. But I'll have to play with it before I form an opinion. You can't trust what you read on these forums.
-
I don't have an issue with it. Endgame perks are intended to be powerful.
-
This is click bait. They don't nerf things just because "they are popular". Usage rate is definitely something that is monitored. If something is popular then there must be a reason. And if that reason is unhealthy for the game then it will get nerfed.
-
If you are being chased by the killer after the gens are complete then running to the void is a smart play. If you go down and get hooked in the void then you are teleported to a random hook which will be far easier for other survivors to save you compared to going down and getting immediately camped by killer.
-
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/430058/alternate-game-mode-idea-the-mimic
Something like half of all survs are in some kind of SWF, so this mode would have massive challenges just for queue times.
Not really. There would be no "killer queue" and "survivor queue". 6 players slapped into a lobby = game start. If they do the standard 1 week or so active along with a tome page with a banner and badge as a reward then plenty of people would play it.
-
I don't think it's necessary. If a player is aggressively trying to take advantage of those perks then you know what they aren't doing? Working gens. The killer can generally work around these perks anyway. If you suspect someone is trying to get a decisive strike play then don't pick them up or just eat the DS and then down them again.
-
It wouldn't work in the standard format of the game. I do think there is potential in an alternate game mode. Kind of like an Among Us simulator in DBD. SWF would be disabled from this game mode. Each player has the same appearance except different colored shirts. 6 players per lobby. One player is randomly determined to be the killer. Killer moves at same rate as survivors.
Killer has the same abilities as survivors (crouch, work gens, cleanse totems, heal survivors, emote, etc). Killer has 2 powers, change shirt (1 min cooldown) allows killer to change the color of their shirt to a random color (which can be the same as another survivor), and injure/heal self allowing killer to pretend to need healing from another survivor. Killer attack uses Spirit's weapon and can not lunge attack. Killer does not gain bloodlust and being stunned by a pallet will last 5 seconds. Killer needs to get their kills through deception, not chases.
User interface doesn't show any survivor information. Survivors die with one hook. Generators take massively longer to complete unless 2 or more survivors are working a gen. The dynamic between allowing another survivor to work the same gen or getting healed will provide all the tension. Survivors can't bring items to the match but they can open chests. No med kits will be in chests though. The only way to heal is to have another survivor heal you.
-
Windows doesn't need a nerf. It's absolutely perfectly fine and balanced the way it is. High use rate doesn't mean it's overpowered.
-
Don't take the troll bait guys.
-
I play anonymous on PS. No end game chat. No messaging. No friend requests. It's perfect. Honestly, I don't play like a jerk anyway so I shouldn't get much hate. I just don't want to hear any commentary after the game is over. I know if I did well. I know if I did poor. I know if I was underhanded or nice. I don't need or want any second opinions. The game is over. You go your way and I'll go mine. GG and all that.
-
All I can say is "good luck" and "better you than me". That is way too much of a grind for me to even contemplate.
-
That's a wall of text! Could you not make your point more concisely?
-
@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816474#Comment_3816474
I agree with your explanation and it makes sense but one thing that should be changed is to give killers a built-in anti-facecamp feature like Artist or Dredge already have. In particular, Bubba and Billy should get one because it is impossible for the survivors to rescue against these killers in the endgame which feels very boring because an endgame rescue is often very intense and funny for both sides.
I don't see the issue. If the rescue is too risky then don't rescue. Just take your 2 or 3 man escape and call it a day. There is no reason to go and handicap every killer near hooks, especially after gens are done. It's not like you'll ever be able to address everything killers can do. What about infinite tier 3 Myers? Iridescent Huntress? Iridescent Clown? Good old fashioned NOED? It's a game of whack-a-mole that you can't win and you'll only cause more harm than good even trying.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816822#Comment_3816822
Both true facecamp and actual infinite loops were before 2018, though.
I think you're wrong about that. 2018 is 6 years ago. I don't think I've been playing that long and I definitely remember living through those things. I tried to look for patch notes for proof but I can't seem to find any from that era. If I'm going to be honest here, I was one of the worst examples of a face camper when I first played. I really don't have any right to get mad at anything a killer does as I have a lot of karma to pay back.
-
My hot take is killer mains are bigger whiners than survivor mains on these forums on average.
Nurse is unhealthy for the game and should be reworked entirely.
2v8 should not be a permanent game mode.
-
@[Deleted User] said:
This game was more fun and healthy back in 2018 than it is now. Competitive attitudes and terrible killer design are hurting the game more than imbalanced perks, lack of QoL, etc. ever could.
I'm going to make the argument that what you miss from 2018 isn't all the stuff you mentioned. What you miss is the game feeling new and fresh. It's easy to look back on things with rose colored glasses and forget about all the things you disliked from that era. Remember true face camping? As in the killer could stand right in front of a hooked survivor and other survivors literally couldn't unhook them. True infinite window loops? There used to be areas on maps where many killers had no counter play options. If a survivor ran to a certain area then your only option was to abandon the chase. The game was absolutely not more fun or healthy back then. It was just newer.
-
I don't know how I feel about this. On the one hand, it would help me personally since I don't use headphones and often play with the volume fairly low. On the other hand, I don't think killers should get free tracking tools beyond what they already have. A visual indicator that lets you know there are survivor footsteps or breathing on the other side of a wall or something is a big advantage. Even a player with normal hearing might miss those noises.
I also think cluttering up the game with even more visual noise isn't a good direction to take the game. The user interface is already a little on the clunky side.
-
No. Absolutely not. What I would be interested in is an infection game mode with like 12 or 16 players. One player is randomly chosen to be a random killer. If the killer puts a survivor in the dying state then they respawn in 30 seconds as a random killer. This progresses until there are no survivors left. The goal of the game isn't to escape. It is just to be the last survivor remaining. Reward structure should be something like
Last survivor: 125k BP
2nd last: 100k BP
3rd last 75k BP
4th last 50k BP
and then it goes down by 5k per rank.
If the first randomly chosen killer fails to kill a survivor within 3 minutes then another random survivor is sent to killer team just to keep the game from being held hostage by a player. There are generators on the map but finishing them won't open an exit gate (no exit gates). Instead, finishing a gen will spawn a special chest on the map that only the players who finished the gen can open. Up to BHVR what reward from chest would be but could be something like event points that can unlock badges or banners or skins or whatever. Or it could just be like 10k bloodpoints along with purple item they keep at end of match.
-
@malith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815264#Comment_3815264
From a gameplay perspective, having no counterplay to something sucks, and i understand that the game can never have counterplay to everything. But something that's in the basekit should have something in the opposing basekit to counterplay that thing.
Are you saying that killers should have something in their basekit to help them slug? Because I think there is a valid argument that currently survivors don't have a great counter to slugging basekit.
-
GOOD! Maybe killer queues won't be 10+ minutes this time around. Anyone too worried about playing killer because this mode is "ultra survivor sided" is more than welcome to sit it out.
-
I don't think the finisher mori is the problem. Slugging is the problem. All they need to do is make is so when a survivor is self healed to 99% then they can crawl and continue to heal for 30-45 seconds at which time a survivor is able to heal themselves back to injured state. Problem solved.
-
I disagree. I'm pretty happy with all of them. Especially the Trapper skin.
-
@H2H said:
I was thinking about this and the most ridiculous thing I think they could add while still being arguably horror would be Homer Simpson, due to the Treehouse of Horror episodes. And truthfully, I think I'd buy a Homer Simpson/Treehouse of Horror chapter.
Nah. If they are going into the Simpsons IP then it'd either be Kang/Kodos or Sideshow Bob.
-
I think we crossed that line a long time ago. The Mr. Puddles skin for the clown and the bunny mascots for legion was the beginning of the slippery slope that we find ourselves in now. I actually like both those skins. But once you start breaking into the cartoony animal outfits for killers then there is no going back. Now we're to the point where FNAF is joining DBD. We're just an Ariana Grande skin away from being another Fortnite at this point. I've been a big fan of DBD for a long time but BHVR is getting awfully close to crossing one too many lines for me.
-
@[Deleted User] said:
30 seconds is way too long. This perk, and by extension any semblance of stealth gameplay, is dead (by daylight).
Yeah. Agreed. 30 seconds is way too long. I think 5 seconds would be sufficient and a limit that you can only earn one token per chase. I also like the idea that finishing a gen gives a token. That feels fair.
-
I'd be fine with this one perk being disabled in chaos shuffle. There are like 120 or so survivor perks so odds are you won't get no mither very often. But even if it's not you and it's a team mate that gets it, it still screws the whole survivor team over having a weak link like that. So yeah, my vote is disable this perk.
-
I don't personally have an issue with map offerings. Yeah, sure, typically when someone is using a map offering it is with the intention to get some kind of advantage. But that's what we're doing with perks, add ons, and items as well right? As a killer, I'd rather see a map offering over 4 offerings that make your hooks more spread out. As a survivor when the killer brings an offering, I'm just curious what the strategy for the killer is going to be. Usually killers seem to bring indoor maps so they can take advantage of the restricted line of sight such as scratched mirror Myers or they have some kind of terror radius build. Either way, I'm fine with it so long as it's not every game. And I would say that it is fairly uncommon to see a map offering. If map offerings ever became meta then I'd be in favor of a change though.
-
It's a biased perception is what it is. Is it possible that when you are playing an unfamiliar killer with unfamiliar perks that you would underperform and feel like you got "gen rushed"? Or that when you play a killer you are very familiar with against survivors playing perks they are unfamiliar with that you might overperform?
-
@versacefeng said:
I wonder how shocked a player from 2017 would be if they were told Nurse's Calling fell out of the meta.
There are just so many alternatives these days. It's not terribly shocking that with 3 new perks coming for each killer added that new aura reading perks would come along. What is shocking to me though is that Nurse's Calling never really changed in all that time. So many perks been nerfed and buffed over the years but I don't recall any changes to Nurse's Calling. It's probably criminally underplayed now. It's still a really good perk and finding players when they are at their most vulnerable is worth the perk slot. I think I'll dust this perk off and load it up now that I think about it. Thanks for the suggestion.
-
End game collapse and prestige system revamp are a couple things I haven't seen mentioned so far that were huge changes. But Chucky and Xenomorph as killers, Nicolas Cage as a survivor and 2v8 as a game mode are probably the things that would shock players the most. I remember when non-human or at least humanoid killers weren't supposed to ever be added. Also Chucky just seemed impossible to add to the game. How would the killer even see through all the foliage or over walls? How would Chucky hook survivors? Give credit to BHVR where it is due. They had perfect answers for both those questions. It seemed unlikely that we would ever get alternate game modes. That is something we've asked for forever. So to get alternate game modes at all is great and 2v8 in particular is shocking.
-
I would say no. It seems rather silly for a switch to be held for 20 seconds before it does anything. Can you imagine if you had to hold an elevator call button for 20 seconds before it would actually call the elevator? I get it is there to build a little suspense and make the end game a little more interesting. But I don't think the default should be any longer.
-
The nerfs were justified and should remain.
-
@Backmon said:
I have better idea remove hatch entierly and do not let last survivor undeserved free win. And if last survivor stay at 3 gen left he should repairing this generator by itself without any hand holding or give up yourself to the killer
I see this thought come up periodically. It is really a poor thought from the killers perspective though. What do you think a survivor is more likely to do when they are by themselves against the killer? Are they going to run up to the killer and gracefully accept the loss (even though there is a high likelihood that their team mates suboptimal play or killer camping/tunneling led to this situation) or are they going to creep around the map trying to waste the killers time?
The answer to this isn't theoretical btw. The game used to work like you suggest. Survivors would choose to waste the killers time the vast majority of the time. Are you so thirsty for one kill that you would want to extend the duration of an average game by 10 minutes? Cause I'm not. The game is much better for everyone involved with the hatch being an option for survivors.
-
I think survivors should be able to heal themselves from the dying state regardless of the number of survivors in the match. But I think there should be a delay on it when they get to that last one percent of healing. So once they reach 99% healed, the survivor can crawl and heal but it will take 30-45 seconds (determined through play testing, what is balanced). This will discourage slugging which is something that should be done but still make it so the optimal play for survivors time efficiency is to heal each other.
I also agree that generator repair speed should be increased when there are only 2 survivors. I think 100% might be a bit much though. Maybe 50% when 2 survivors and 100% when 1 survivor. This gives the last survivor or two more of a fighting chance to finish the gens and escape.
-
@Nun_So_Vile said:
His powers would be closely based on what he currently has in the F13 game I would assume.
I would assume the opposite. BHVR isn't looking for any lawsuits. I think Jason's power should be a very simple and straight forward power. Of all the ideas I've seen on this thread, the idea I like the most is a grab or grapple. Then Jason could carry the survivor for around 3-5 seconds depending on add ons then throw the survivor.
It would be similar to Wesker, but Jason would have full control in which direction to throw the survivor allowing him to zone survivors easier for a follow up hit. If the survivor hits an object then they are injured and if the survivor hits a generator or breakable wall then it breaks them. In the case of throwing a survivor into a generator, it would do an additional 10% damage to the generator. Like Wesker, if Jason throws a survivor at another survivor and hits them then they both lose a health state.
For map mobility, maybe he could have a series of man-hole covers in predetermined locations on the map that he can crawl into and emerge from. Basically like Demogorgon's portals but he doesn't place them.
-
Hard disagree. The counter to preventing survivors 99ing exit gates is to not let them get to that state in the first place. Besides, it is usually not in the killers best interest to fight over an exit gate since you would be losing whatever hook/slug pressure you may have.
-
This is one of the reasons I was opposed to cross play being forced on us. You never hear about console cheaters/hackers.
-
@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807050#Comment_3807050
Its really Bhvr's fault though. They are terrible at balancing, like the meme is true that it seems like they don't play their own game
Players can choose to be jerks or choose not to be jerks. I will agree that this game has troll aspects and mechanics fundamentally built into the game. Perks like Head On, Boil Over, Blast Mine, and Chemical Trap are designed quite intentionally for survivors to be trolls. Mechanics like tunneling, camping, and slugging increase players bad feelings toward each other. But players can choose to let go of the anger. Just because players in your last game choose to be rude doesn't mean you have to take it out on the players in your current lobby.
-
I don't think most survivors have a high bar for what they expect from the killer. They just don't want to be tunneled, camped, or slugged for an excessive amount of time. I'm sure there are others that might add to the list. But in general, just realize that real human beings are on the other side of those pixels. Treat them the way you would want to be treated. Golden rule and all.
-
You are pretty late to the party on this one. Weave Attunement scheduled for a change in November. Personally, I just think the aura reading from a dropped item needs a timer. Something like 90 or 120 seconds would be fair. That is enough to get value without being oppressive.
-
@tyantlmumagjiaonuha said:
Is it serious that starting a chase accelerates everyone's Gen speed by 5%? If all survivors bring this to the table, the GenRTA will accelerate even more. ,,
When I'm playing killer, I would be thrilled if all 4 survivors ran Quick Gambit. I can think of a lot worse perks to go up against.
-
I think most the changes to perks are great. There are valid concerns about corrective action that should be looked at before it goes live. I'm not a big fan of changes to Skull Merchant. I'm good with making it so the killer can freely mori the last survivor. That just makes logical sense. But I think the green and iridescent mori should still work like they used to. I don't see why it has to be one or the other. These things I don't agree with aren't deal breakers for me though. I rarely play skull merchant or use mori offerings.
-
Lol, you aren't getting any refunds on old characters you've bought. It's comical to even think you would. If you don't like DBD anymore then you are free to walk away at any time. But don't think for a second you are getting your money/auric cells/bloodpoints/iridescent shards back.
-
Pick rates of those killers are:
Huntress - 5.66%
Mastermind - 4.04%
Blight - 3.28%
Spirit - 3.02%
Nurse - 2.55%
Total - 18.55%
Statistically speaking, you should only encounter one of them in less than one in five games. Those killers are considered some of the most competitive killers in the game so if you are a really high MMR survivor then you are bound to encounter them more. But something tells me every game is a gross exaggeration.
-
Your sand castle got kicked over and now you want to kick over other people sand castles? Grow up.
-
Why are you even making this comparison? The two things have nothing to do with each other. If you have an issue with distortion being nerfed then you should make the case independent of anything else. If you have an issue with lightborn then make that case independent of anything else. Just because a survivor perk is being nerfed does not mean a killer perk needs to be nerfed in retaliation.
-
What is the source of your information?
-
@pandorayr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799749#Comment_3799749
Reading auras all time without doing to anything is insane.
Should be activated only when the survivor are involved in a chase and need some cooldown.
Although is my opinion.
That isn't a good argument. By that logic perks like Visionary and Plunderer's Instinct are both overpowered.
-
I don't see it as an issue. Usage rate in and of itself should not be the determining factor to whether something should be nerfed. It is definitely one factor that should be considered. Just not the only one. If you throw out the usage rate as a factor, can you make the argument that the perk is a problem? What about it is overpowered?
-
@brokedownpalace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799222#Comment_3799222
I’m aware it’s optional. This has nothing to do with queue times. My issue is I think the devs are wasting time and resources on this mode, just like they are wasting time and resources on constantly having to rework poorly designed killers. It’s not so easy to just remove a killer, but it is easy to move on from a modifier. They should focus on modes that are unique and interesting, and not modes that just make the game darker and remove certain elements that game balance is reliant on, like terror radius, survivor portrait statuses and scratch marks.
You have a valid point. But you are only one player. Everyone has their own valid perspective. So whether the game mode should be scrapped or not should really be determined by what percentage of players enjoy it compared to how much resources go into maintaining the mode. Personally, I don't see how a huge amount of resources would be required for it. The game mode was already created. So only a few tweaks like the candelabra and a banner, badge, and trinket for rewards along with the event tome page don't seem like that much effort to me. So the real cost of the event should be fairly minor.
From my perspective, the changes with the candelabra, repair speed and stuff made the game mode infinitely more playable compared to the first iteration. If they just let us use bloodpoint offerings so we would get the same amount of bloodpoints compared to a regular game mode then I'd be fine with it. I just don't like getting half the bloodpoint rewards for my time spent that I usually would get. I genuinely hated the first Lights Out event though. If they had completely scrapped the idea based on that experience, I would agree with your overall point. But this time around, I'm actually having some fun playing both roles. So I'm glad to see them bring it back. I wouldn't mind seeing it return for a week 2 or 3 times a year.