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Dreamnomad

Dreamnomad

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Dreamnomad
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  • If only there was some sort of counter-play for Demogorgon's portals. Perhaps a way to disable them or something. Then it might be fair. (that was sarcasm btw)

  • There is absolutely no reason to think this will ever happen.

  • I hate these types of posts. It's always BS excuses. The reason you've lost interest in the game is because you have played it too much and now you are bored of it. Players need to learn there is no perfect version of any video game. Whatever problem you perceive to be in this game is exactly why another person loves it. Hypothetically speaking, if BHVR were to go to great lengths to make whatever changes you personally think need to be made, you would still get bored of the game eventually and now BHVR has spent tons of resources to try and make your ideal version of the game only to alienate other players. It is natural to get bored of anything you've done too much. Take a break or quit but don't make lame excuses as to why you are doing those things.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694198#Comment_3694198

    Imagine you run it 24/7, you can farm bloodpoints, rift fragments, and shards pretty easily.

    Additionally, you are going to lose every game, so you tank your MMR massively making your matches easier moving forward.

    Yeah, that makes sense. Selfish losers ruin everything for everyone. You would think if they care about the game enough to want those things, they wouldn't want to ruin the experience for themselves when other players pull the same crap. Also, this doesn't seem like it would be all that hard to solve. Just make it so when a character is AFK for the majority of the match, it is treated as a disconnect. A couple of games later and they are blocked for 24 hours. If that doesn't do the trick then start banning accounts.

  • I don't doubt the validity of the claim but my question is "why?". What purpose does loading into a game and being AFK serve? Is this just one of those things where people will try to buy accounts with characters at max level so they go through some kind of 3rd party account seller who uses bots to farm blood points and the way they do this is just start matches and AFK cause the killer still gets blood points just from survivors running around the AFK killer? That's admittedly a lot of assumptions on my part. But it's the only thing that makes sense to me.

  • I would actually be really mad if this was iridescent. I'd be fine with them adding this at yellow or brown rarity though.

  • Just to be clear, this would be a significant buff. While I don't hate the idea, the question is "does Nemesis need buffed?".

  • The "punishment" for being a laggy killer is dealing with lag. It is a two way street. Yes, as a survivor it is frustrating when you vault a window and get hit 6 feet on the other side. You know what is equally if not more frustrating? Chasing after a phantom survivor that disappears in front of you. It's the equivalent of random 3 second stuns throughout the match. If you can't beat a killer under those conditions then you deserve the loss.

  • I've been advocating for alternate game modes for literally years now. So happy to see them finally a reality. Here are a few of my suggestions:

    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).

  • @SirXenomorph said:

    I still think they will try how the resonance of this mode will be. Sure it is a joke event and yeah but still the developers thought about this mode in the survey already and like the lights out mode it is also a bit of a test to see how the reaction in the game and here in the forum will be.

    That is why I want them to know that I see lots of potential if some adjustments will be done to it. It can be a real fun mode for DBD and I would like to have a mode like that which is much more developed and so on.

    I think we will get more of such events which are about these modes they asked about in the survey back then. They started with these which are easier to make with the current data and so on.

    I can understand the desire to pick your killer but there could be some real technical issues with many of the killers. How would deathslinger work for instance. His spear would be bigger than survivors and since the killer is literally taller than many of the objects in the environment he can just shoot over them. The reeling in animation would likely be broken too.

    How big would clowns bottles and gas clouds be? If he can only throw normal range and the bottles/clouds are normal size then it would look really, really weird. On the other hand if his bottles are big and make giant clouds of gas that cover 10% of the map, that would be overpowered. Each and every killer would take real work and time and some still might not be feasible.

  • Entirely too many players take Otz's opinions as gospel. Otz is entitled to his opinion as much as anyone. But he is human and he is flawed just like the rest of us. Don't put so much weight to his words.

  • I just view it as a novelty. I like that they did it and hope they continue to add more experiences like this in the future though. I think alternate game modes are the perfect venue to make daring and bold changes without upsetting anyone. Maybe, just maybe, they will find a game mode that is so fun it may be added as a permanent option or be the seed of an entirely new game.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691404#Comment_3691404

    On point 3: It likely has to do with the models. Easier to get the mode working with just a single skin rather than trying to get it to work with everything.

    If it breaks the game then keep it as is. But it is hard to see how different skins will make any difference.

  • 3 things I want to see changed.

    1 - triple the amount of bloodpoints earned per event. I don't mean an end game modifier either. I mean for each individual event that happens in the game, triple the amount normally received. (if a hit normally gives 300 bloodpoints, give 900 instead). The entire match is really short. Only 3 gens need to be completed and each down is a kill. This results in games with pathetic amount of bloodpoints earned.

    2 - adjust the results of what gives a pip. I played 2 games as killer today and got -1 pip each game. First game I got one kill and second game I got 2. I'm not saying that was an amazing result but I don't feel that I did abysmal either. I have a feeling that even if I got 4 kills, I'd be lucky to break even. You simply cannot use the normal event scoring method here. No hooks means no sacrifices. Each down equals a death and only requiring 3 gens be completed means short games regardless of outcome.

    3 - let us use skins. What difference does it make?

  • I get why players hated the original 3 gen chess merchant. That was genuinely awful. But rework merchant isn't that bad imho. She is nowhere near as oppressive as people in this thread make her sound. I'd take a skull merchant over doctor, plague, or legion any day. (not saying those killers are op, I just hate playing against them)

  • Lol, sounds like the OP is either trolling or out of touch with the community. Just a quick scroll through of responses seem to have the majority putting him in B tier. I generally agree with that assessment.

  • I play on console and I play anonymous. I could simply give two craps what survivors want to complain about. Back in the day, anonymous wasn't an option and I didn't always have my profile set up to block unwanted messages or friend invites so I've seen my fair share of salt. All the typical stuff. Though to be absolutely fair, I was the worst kind of killer to play against during my first 6 months or so of DBD. Like the most blatant face camping and tunneling you could imagine. I really was the worst.

    Frankly, I'm surprised I didn't get a lot more salt since I honestly deserved it. I've mellowed out a lot since then. I generally don't care all that much if survivors live or die now. I don't actively camp or tunnel pre-EGC. I just play an honest game as killer and try to get some bloodpoints in the process. I often let the last player live if it doesn't take too long. I figure I have some karma I need to pay back. But even so, I don't care to hear what survivors have to say at the end of the game regardless.

  • I will agree with Pyramid Head does need an overhaul on his addons as they are generally bad across the board. I think Cage of Atonement addons are questionable in nature though. A monstrous shrine addon is pretty bad in general. On the one hand it is hard for Pyramid Head to capitalize on his effect since if he gets close to the caged survivor, they teleport away. On the other hand, it isn't very fair or fun for survivors either. I'd be fine with stuff like oblivious or mangled though.

  • The answer to your question is "yes". It would be excessive if it was active at the start of the match. That was what was learned over several years of testing. I think dead hard is in a good place now. It still sees use and can be game changing. But killers don't have to worry about their first chase being extended an extra 40 seconds out of no where.

  • First of all, welcome to the forums OP. I don't think most experienced players would put Xenomorph above B Tier. Certainly not the most overpowered. It has plenty of counter play with the flame turrets.

  • This is a tough one. I think there is a pretty good argument to be made that they are fairly equal in power. Both have good chase and map traversal. I personally perform a little better on Unknown though. The near instant teleport is just stronger than the tunnels in terms of maintaining pressure imho.

  • I don't think there is an argument for kill switching the perk. But I do think there is a solid argument that it should be drastically buffed. They could give the perk the ability to be immune to aura reading, screaming, and killer instinct while invoking and increase the reward by 50% and I would argue that it would still be bad.

  • I don't think anyone can objectively defend this perk not being nerfed. It is clearly over tuned. Things like pick rate are not important. If something is clearly a problem then it should be addressed. Fortunately, it is already slated for a nerf. The only real question at this point is how it will be nerfed. Personally, I think they should remove the blindness altogether. I also think they should make it so only survivors that are moving will scream and reveal themselves. That way the counter to the perk is work a gen which is something survivors should be doing anyway. That would make it useful but not overpowered imho.

  • I play on PS5 so no end game chat issues for me but you can minimize the chat bar so you don't have to see comments like these. Let these comments go to the void where they belong.

  • I don't think indoor matches are a handicap to The Unknown. Having lots of surfaces to bank shots off of is nice and there are plenty of stealth or terror radius transferring perks out there to take advantage of the sight blocking walls. I wouldn't fault the killer for choosing an indoor map but I wouldn't call it a huge disadvantage for survivors either.

  • I think that survivors should have a 90 second debuff at the start of the match making it so they have like 40% slower progress on repairing generators and they are unable to disarm traps during this time. The debuff ends prematurely if a survivor is put in the dying state from an offensive action by trapper (can't just plot twist to end it). Just to give the Trapper a little bit of time at the start of the match to start setting traps up. That's all he really needs.

  • I don't doubt that this sort of thing happens. But I do have a difficult time believing the problem is that rampant. Percentage wise, realistically how many people would behave this way? Even 10% seems shockingly high to me. 3 matches out of how many games played?

  • I actually agree about increasing the number of mods/augments for traps and guards. But I do think there should be an additional cost of +10 capacity for any extra mods or augments beyond two. I think that would be fair. As far as the limitations for the number of types of traps and guards, I don't think that is really done for the purposes of restricting builders from killing raiders so much as it has to do with limiting the amount of stuff that has to be loaded into the map to keep load times reasonable. Same reason there is a limit the the amount of different types of blocks and props builders can use.

  • @Mandy said:

    With Gift of Pain yes this is a known issue - the number should be 16% at T3 not 9%. Our team is aware and a fix is anticipated for the next update.

    Can you go ahead and bump that up to 20% while your at it? Perk doesn't see play for a reason.

  • I've only played 3 games on unknown so far but it didn't seem to be a huge issue. I don't think my lobbies were full of newbs either. I like trying to zone survivors into situations where they are boned one way or another. Either they get hit with a bubble or an axe. Their choice. But admittedly, 3 games is a small sample size. I'll see if my opinion changes with experience.

  • The answer to your question is no. The 2 million cap is there for a reason. So that when new content drops it isn't immediately completed. 2 million is already pretty generous imho.

  • People are allowed to have opinions that differ from yours. Suggesting that many players quit the game isn't a very healthy suggestion either.

  • I only play survivor as little as I have to but it has been a while since I've gone up against a knight. There are so many killers now that you shouldn't be matched up with them so often that it should be a big issue. My most hated killer to go against is the Doctor so I can't say I'm too happy to see him get buffed. But like I said, I can suck it up in the 2-3% of the games I play as survivor when I come across him.

  • I generally try not to form too strong of an opinion about a killer before I have a chance to really play them. I'm pretty easy going as far as finding most killers enjoyable to play. There are only a couple killers I just really don't like to play. Nurse and Blight to be specific. I guess you could say I'm pleasantly surprised to play all the other killers.

  • I don't see it as an issue. I think if the survivors are able to successfully pull it off then they deserve the rewards.

  • I'd like to think this is what could be called progress. Things change. Sometimes perks have potential but they are just missing the combo part like buckle up. Most of them are just balance changes. OP perks being nerfed and under powered perks being buffed.

  • I feel your pain. Happens to me too. Even worse is when I'm the killer and some survivor brings a party streamer or cake. I would love to know who brought what offering so I could make sure not to kill them first. Somehow it frequently is the survivor with the least amount of bloodpoints that brings it. Feels bad.

  • Nope. Bots don't have feelings. Besides, bots make zero effort to rescue other survivors once an exit gate is open. The only exception might be if I had a challenge that required rescuing a survivor on the hook and I didn't meet my quota yet. Maybe if the killer was really far from the hook and I knew I could rescue with zero risk then I might do it for the bloodpoints. But those are the only possible reasons I could think of.

  • I don't know that any anime character belongs in DBD. It makes a difficult decision to either stay true to the source material and make the character cartoony or make the character look realistic and alienate the fans of the source material. There is also the issue of the character license not being big enough. I'm an anime fan and wasn't familiar with the character.

  • Solo queue is a wretched experience from what I've seen. About the only time I'll play survivor is to knock out challenges. So yes, personally I think the solo survivor could use some help. I think a good place to start is a flat 10,000 bloodpoint bonus just for lasting 7 minutes in the match and not attempting any self unhooks or missing more than one skill check while on the hook. Maybe that will motivate players to actually try and play the game legit.

  • @Yharwick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667380#Comment_3667380

    BBQ is easy to play around and tbh the heal will probably be done by the time the killer makes it over there, Nurses I could be wrong but I feel like nobody uses it anymore the only one that's actually trouble is Ultimate Weapon and sure that would be bad but keep in mind you don't actually have to go into basement to use the perk just halfway down the stairs.

    I feel like the level of efficiency which can reach CoH 1.0 levels or even surpass it is worth the trade off of having to be on a specific staircase to use it. It's just kinda funny to me people are bashing SiS so much when meanwhile most survivors heal under the hook all the time AKA the last place the killer saw them.

    You do you. If you want to play around with these perks then you don't need anyone's permission. But if your goal is to convince people a bad perk isn't bad then you'll have your work cut out for you. I'm sure there will be some battle pass related quests that require using these perks. Outside of those, I doubt I'll touch any of them except maybe the self healing one.

  • Don't underestimate killers. How many tracking perks are there? If I'm using BBQ and I see people hanging out in the basement then I'm going to make it a point to visit the basement. If I get multiple people hooked there then it is game over. If I have nurse's calling and see someone healing on the basement stairs then they are done for. There are so many ways that this will go sideways for survivors.

  • The answer to your question is simple and obvious. The basement is extremely dangerous for survivors. It is one of those lessons most players learn early on in the game. There are 4 hooks right next to each other and one entrance. There is literally no location on any map that is more dangerous than that. So perks that require survivors hanging out there are inherently bad. At the very least, the pay off needs to be huge to be worth the risk and Sable's perks simply are not big pay offs. Maybe, maybe there can be an argument for the healing perk since you can heal on the staircase to the basement. But even then, the travel time to and from the basement off set the slight advantage it offers over self care in terms of healing speed.

  • This comment belongs back in 2017. The courteous thing to do now is leave and not waste anyone else's time. Not only is it disrespectful to wait around to get hit one last time, it is also bad tactics. Plenty of survivors have found themselves on hooks dorking around by exit gates when they could have just left.

  • The pig nerf was valid and the buffs she got more than make up for it. Clown and Doctor are just buffs. Maybe they aren't what you expected or wanted but they are unequivocal buffs.

  • I think this belongs in Feedback and Suggestions: https://forums.bhvr.com/dead-by-daylight/categories/suggestions

    I do appreciate you taking the effort to include the history of his buffs and nerfs. You seemed to miss one of his biggest buffs which is a movement speed boost after setting a trap. The thing I would like to see with trapper and hag for that matter is a 90 second debuff toward generator repair speed, traps can't be disarmed and undetectable that ends after a survivor is injured by basic attacks or being picked up by Trapper. Something like 50% penalty to repair speed. This is just so he can have a little bit of time to walk around setting up traps before gens are blasted out. It's not like there is no counter play to this by survivors. They can try to follow him around and try to body block or bait a hit in. But if they are doing that, at least they aren't smashing gens.

  • I've honestly never felt compelled to bring any character up to P100.

  • @TheArbiter said:

    The answer to your question is currently unknown

    Well played sir or madam.

  • I think they did a good job with the Billy rework. He feels good. I also think there are a number of killers out there that could use similar treatment. With that said, I don't think the goal should even be to make it so all killers are "equal". For one thing, it is an impossible goal. For another, there is a large difference on certain characters between their skill ceiling and floor. Nurse is a perfect example of this. If you were going by overall kill rate, she would be considered underpowered. But anyone who knows this game, knows that at her skill ceiling she overperforms. How do you balance that?

  • @Marc_go_solo said:

    Nothing has been mentioned of a time limit.

    The only thing I know is that, when the license is nearly up, there will be a sale. Other than that, it's all guesswork.

    When will the license be up?

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