Dustin
Dustin
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The steam forums are kind of always a cesspool in popular multiplayer games (or just popular games in general) because a person doesn't need to own the game to just conveniently post. Yes you don't need to own the game on a platform here but you kind of have to go out of the way to register to post so usually you only get people who want to be here posting.
Discord is not really a setting I would consider good for feedback especially if there's a lot of active chatters. Also don't really want to dedicate a server slot on my account just to post about DBD.
I personally browse reddit but I use the old layout to look at blender / programming related subreddits. I don't even look at anything else on the site because there's always stupid arguments on the site.
While I'll live without the forums - I agree with LordGlint. Personally out of all the options the Steam forums seem like the most appealing but this game (and forum) has console players. Although I personally don't use reddit / twitter / discord to discuss balance changes with devs because that seems like it's a good way for things to get lost in translation. A lot of post either get buried insanely quick or if you have an unpopular opinion it gets anonymously downvoted before a discussion has time to take off. As stupid as it sounds it really feels like the best place there will be to discuss updates is with content creators who make dedicated videos for them such as Otzdarva.
Either way - Good luck to what ever BHVR chooses to do. Very clear what the public opinion is at least for the active users.
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@Your_Dad_Playing_DbD said:
I’m glad that the devs have tried to add fun/interesting things to the survivor side in 2v8 mode. However, despite their efforts, the killer queue times are worse than ever, which tells us that either way more people are playing killer or way fewer people are playing survivor than ever.
I’ve been trying to figure out why survivor side popularity seems to be at an all-time low. It’s not because survivor side isn’t strong enough. The powers and tools survivors have are extremely strong. I’ve gotten absolutely stomped as killer by survivors who know how to use them.
I really think it’s the lack of SBMM in 2v8 that is killing it. The skill level of teammates in some of my recent matches has been absolutely abysmal. Lots of matches with only 2-3 gens done (actually had one with zero gens done!). How is that even possible? I fully realize that 2v8 is supposed to be a casual, fun mode and not supposed to be hyper-competitive with fully accurate SBMM. I honestly don’t mind losing and I still have a lot of fun as survivor in 2v8. But I think a lot of veteran players have given up on 2v8 altogether because of the repeated frustration of getting matched with very low skill players. It’s the same problem that plagues the solo queue experience in normal mode.
Is there anything that can be done to fix 2v8 to incentivize veteran players to play despite the bad teammate frustrations? I guess killer side could be nerfed even more to make killer side super frustrating to play and deter people from queueing up as killer, but I’d much rather have something to incentivize people to choose survivor role instead.Curious to know what others think about what is broken with the 2v8 survivor experience and how to fix it.
I’ve been trying to figure out why survivor side popularity seems to be at an all-time low.
For me - I don't play DBD when 2v8 is out.
My teammates are always insanely bad / new (No hate - I just don't want to help multiple anchors on my team) and I hate Nemesis in the gamemode. I don't care if he needed a buff - I don't enjoy the trash ai zombies being stuck on the last few gens I need or interrupting chases. He's not fun to play against so I will stick to 1v4. I don't care if he's underpowered in the gamemode his zombies should be rolled back to 2. Would prefer if BHVR improves the zombie pathing and AI and even if they just made zombies faster in 2v8 instead of just dumping more ai in the gamemode. If the zombies were faster they could both be killed faster with pallets BUT could help in chase more. Either way - I won't be playing the gamemode with him in it so I don't care.
Is there anything that can be done to fix 2v8 to incentivize veteran players to play despite the bad teammate frustrations?
Give survivors more interesting mechanics like the portable invocation and stop creating frustrating scenarios like dealing with 4 zombies camping one gen. Survivors need more options and ways to interact with killer including headon or even last stand. There needs to be more classes that use more perks in the pool. A big part of DBD's identity is the huge variety each game has in 1v4 with the perk variety. For 2v8 you take all of that away from survivor. The classes are a great start but a lot of cool stuff survivors can do in 1v4 you cannot do in 2v8. You run from killer, you hop on a gen, you unhook, you die. Killer and survivor need a reason to interact with totems, survivors need some form of a stun build and killer needs a hex class.
2v8 was exciting initially but it's stagnating and I don't want to play it until its more fleshed out now.
tl;dr - I want the gamemode to be engaging
Zombies are not engaging
Lack of perk variety on survivor is not engaging
The only exciting thing in the gamemode is being a killer with another killer - no wonder queue times are bad.
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My opinion when I played her was always a mix of it's always the maps not having good LoS blockers with her and too many information perks she can take advantage of.
I wouldn't necessarily remove her aura reading when blinking but if I did change it I would specifically remove aura reading if she doesn't have all her blinks fully charged. That way she can make use of aura reading perks but if she is mid chase or blinks to activate Nowhere To Hide as an example she has to wait a moment if she wants to proc aura reading.
Truthfully the main thing I personally feel she needs is better maps to play against her. A lot of the newer maps are a 50 50 on if they have any good cover against her. It would be an impossible task I think but I'd specifically make it so that LoS blockers are taller specifically when Nurse is on the map.
When I played her I adamantly refused to use addons on her because I felt she was too strong but I quit playing her after Pain Res got added because I felt she was too powercreeped with the amount of perks available considering she doesn't have to account for windows, walls or pallets in her perk builds. So it's just gen regression and aura reading.
Also yes - I understand reading through the thread there's like a small minority of players who are gods at her and then there's the average pool of players using her. I'm being realistic and basing my opinion on the average Nurse player who is capable of getting at minimum 2 kills per game but occasionally will miss a blink.
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Breakable Floors - Similar premise to walls but it would allow the killer to pop up from above. They could just hop and stomp down to animate.
Breakable Pillars - These would act as a an in between of walls and floors but destroying them would alter a currently existing structure to collapse. Such as a floor being held up by a beam that turns into a ramp or perhaps a pillar collapses blocking access to a window but creates a ramp in its place.
Two Way Basement - A similar premise to the D&D portal on that one map but I feel like basement stairs should act as a portal to basement but each map should always have two exits. The basement doesn't change shape but the staircase is essentially a rift (Think Portal 2). It would give a lot of killers an alternative pathway across the map as well as survivors. Example - You enter Shack and come out of the main building in Ironworks of Misery.
I also agree with Rokku_Rorru about Tricksters Delusion. Could we just add some scaffolding around some buildings for survivors to climb with a ladder similar to the Hawkins Lab? That would be a quick solution that wouldn't require full building reworks and the placements of the scaffolding could be randomized because of it.
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Before BHVR made it clear they probably won't add some killers in a 2v8 setting for me it was worrying Plague would be added. I knew Legion would be horrible but if they ever added Plague it would basically turn into everyone always being damaged for other killers that can get a quick hit in. Imagine Plague + Blight, Nurse, Spirit or Wraith. I hope they never add Plague, Legion or Sadako. Out of the three you might ask - why Sadako? Guaranteed it would be one player just spamming TV's and it would either be a slog to play against this or BHVR would have to change something about this killer. Argue that Sadako would be weak all you want but Legion is a weak killer but when paired with literally anyone else they were cancer to deal with. It's not even the worry about the killer strength but more the fact that you are juggling TV's and two killers - it would just prolong matches and make them a chore.
I would really love to see Clown, Doctor and Trickster added though. For Clown I think it would be a cool (but unlikely to happen) interaction if their bottles could buff their teammate killer.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112930#Comment_4112930
I don't know why you are getting that error. The sub-forum opens totally fine for me have had not problem of opening any sub-forum page on this forum. Thats quite odd.
It has been like that for me for about 2 or 3 months since it was introduced. I kept checking here and there to see when it would finally go up and it's working now as I finally caved and made a thread on it. I thought it was just down this whole time.
But it seems to work now - so thread can be deleted but again I appreciate everyone's replies.
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@Wezqu said:
Its not a bug to have skill checks while using Potential Energy that is common misconception. It does not remove potential to get skill checks. Also anything that effects repair speed effects Potential Energy so the interaction with Hyperfocus is expected same way if another survivor is fixing the gen with you will slowdown your token gaining speed too. You can make a report about it to get devs opinion about it but I would not be surprised that its intended.
Just to point out that the bug reports does have huge red banner on the top that is directing you to the new bug reports in Betahub that several people have already posted here.
If that's the case I'll wear my dunce hat. Although the clarification helps - the way the perk is described I felt those wouldn't interact like that. My mistake but thank you all for replies.
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To clarify when I try to access the bug forums I get a 504 and cannot access - It rarely loads but I have to refresh for 15 minutes then it 504's again. More so didn't know if the forum has just been under maintenance and I've caught it like that each time. Although if the forum is up and that is a bug if someone could report it then it would be appreciated. The reason I believe it's a bug is it's the only way I know you can get extra tokens on potential energy. With Hyperfocus it gained more potential energy tokens per skillcheck when normally it would not.
To clarify - I know the forum moved - I cannot access the new one.
edit - It works now which is funny now that I finally caved and ended up making a thread about it. Last 3 attempts since it was introduced I haven't been able to access it. Although I went through what Mech linked.
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I would love a military themed killer - perhaps a soldier with PTSD or a ghost. I kind of miss the original designs where it was just bad people. I'd love for another killer similar to Clown in terms of story. I just want more irredeemable terrible characters added as killers. Clown and Doctor are some of my favorite killers because they are just that. Why not add a character to DBD that Clown can be rivals to? Someone more depraved than they are.
I do agree about leaving the nationality ambiguous though at least to some degree to where it isn't relevant to current world events.
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I feel like the idea itself is good but it won't really see improvements until BHVR rebuilds the game. I can imagine a version of the gamemode existing alongside the dynamic weather system where daylight changes over periods of time. As it stands now I can't imagine it improving. I admit I do enjoy the gamemode and the idea of it but as a whole I feel lights out can't really improve until everything around not related to the gamemode improves.
What I'd like to see is a version of this gamemode where there is power outages and the sky darkens periodically giving similar effects it has now. That way it's not overbearing but a random event that happens in game.
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I did a lot of testing with Apocalyptic Ingenuity and Moment of Glory like a month or so ago. The biggest issue I had outside of it was a big sidequest getting 2 chest searches was outside of finding the chest finding one that wasn't searched already. I feel both being reduced to one chest search is fine although I 100% agree the amount of chest should be increased. Unless you run appraisal (Prior) you'd maybe get 2 uses out of the perks unless you just waste the entire game looking through chest.
I have a lot more criticisms for Apocalyptic Ingenuity but since this is about chest I will say yes I'd agree with increasing base chest count even if it meant retiring one of the chest offerings. If there were more chest it would give more opportunities for both survivor and killer for their related perks. Even without perks it would be good to have more items available in the trial.
The alternative I'd say is after searching a chest they would possibly reset after a certain time period. That way the amount of stations doesn't need to change.
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098252#Comment_4098252
Ooooh GWAR is on there too. That's one I mentioned on the forums as well. I feel this survey straight up has been pilfered form discussions on the forum/reddit and is throwing it all at the wall.
What is Gwar? I checked it out and it looks like a heavy metal rock band? If I found the right thing looks like it would be a cool cosmetic collection.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098248#Comment_4098248
At one point there was this internet trend of 'horror teletubbies'. Basically that's the only reason they are included for I'm assuming.
Oh okay like internet creepy pasta - I didn't know about that but I saw that and was thinking about that vacuum from the show.
@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098248#Comment_4098248
I cannot believe I didn't catch that.
What???
Here's the list again if you missed any
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My main vote goes to Bioshock. Bioshock and Outlast are the main video game licenses I want to see that are left. There's definitely more but I think those are the last two I've been wanting to see.
Also - why was Teletubbies in the licenses? Did I miss something? Isn't that a British early childhood television show? Did it get some sort of modern horror adaptation like the Winnie The Pooh slasher film?
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I feel basekit is mostly fine but there's a lot of addons that in comparison to other killers feels so overtuned with how easy they are to activate. Although ultimately if I had an issue with Jason I don't feel they're too strong but you don't get rewarded for outplaying him because there's little downside to making a mistake as him. Easy to relocate, reload and start a new chase. I feel like there should be a downside to sticking in Omnipresent Evil for too long that eventually forces you out of it but maybe still early to tell. I have zero issues with him in chase - it's just again he's way too capable of pressuring the map. I don't want to see cooldown nerfs though.
NGL though I hate Deputy's Badge - annoying addon that's too easy to proc. It doesn't matter if you reach 8 regression actions quicker because his pressure is too strong.
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His entire kit feels really strong and I enjoy playing against him and as him. I feel some addons specifically are a little too strong for their rarity with how easy they are to activate - specifically Sauna Rock (Rare that causes 13 seconds exhaustion for jumpscare). I think the value is cute but I'd probably lower that a little.
I do love the Omnipresent Evil dynamic in chase but it can vary on map. The dynamic that you are breaking chase constantly while pursuing a survivor and start the chase in another position. I do love that - although I feel that specifically in chase it can allow you to frequently reposition too much which lets you reload and cut survivors off effortlessly making his zoning very strong. I wouldn't really change this but if I had to nitpick something I didn't like - when you play against a Jason who is really good at using Omnipresent Evil to reload and cut you off mid chase constantly it can be difficult to deal with - but I like a challenge.
I'm not going to argue variety - game is 10 years old and I just think it's an insanely pointless conversation to have. I find him fun to play as and against, sound design and visuals are great. His perks are kind of bad though - at least for him specifically. I feel you could get mileage on other killers with his perks. I do feel with gen regression perks he can be a bit too difficult to deal with especially having one built into his kit with an addon.
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088204#Comment_4088204
i cant wait for Bill voice lines
Oof - I'd forgotten about that. Those are pretty big shoes to fill up.
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I'm not against the change but I feel it's going to be one of those things that if they do wrong everyone will hate it. For Ace who is the main guy I play it would probably make me quit playing him if his dialogue was annoying or felt off. Admittedly I'm still in favor for new voice lines (Just at a minimum).
I don't see an issue for it being optional for survivor players personally - at the same time I'm probably neutral on the subject.
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Personally - I like the power. I'm seeing a lot of people complain but I admit at this point the game is 10 years old and we have several established hierarchy of killers which are Stealth, Trap, Ranged and Dash killers. If Jason was any other type of killer he'd likely still get complaints. He's somewhat a mix of stealth (ambush) and ranged and I like how he interacts with the environment.
I feel the power looks good - it's a familiar take with a few new things in it. I also like how you can change direction for his teleport. BHVR also seemed to think over poor map generation and bypassed bad spear spawns by letting you reload with hooks. I get the want for a rage mechanic but thematically I don't really know if you'd be able to do anything interesting with it without being compared to Oni or Singu. I'm fine with his power - game is pretty old so there's going to be overlap with abilities at this point and I feel that's something a lot of people need to accept.
Looking forward to the PTB although I don't think I'm going to get to test him much. I think the most tragic part about Jason is there's no Survivor or Map released with him.
Edit - Now that the PTB notes are out looks like we are getting a survivor however they're not available in PTB.
Alright that's pretty cool.
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I'm not really bothered by the stream itself - I see what they were going for. At least let people interact in chat unless they didn't really want to mod chat for 8+ hours then what ever. Stream did kind of kill my hype - just show the killer or don't make me feel like I'm going to miss something if stream ends when I leave.
Don't get me wrong - I can kind of see what they were going for. But stream is 9 hours so far and like a handful of things have happened. I think it's cool they got the timelapse going on but it feels like they misrepresented what the stream actually was. At the same time they didn't really say a lot.
Something is unfolding and it's me staying up late for nothing.
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Personally in 2v8 I feel most killers are okay - I have a bias but I really don't feel like Wesker needs 3 dashes. He's already pretty strong the third feels a little overkill for how fast he gets them back.
As for encouraging people to play other killers - I feel Wesker is just a safe pick because he's got a lot going for him and considering you can spend 20 minutes in queue sometimes it's better to just pick a safe character than spend 20 minutes in queue to get stomped as someone who may potentially not be a great pick. Wesker is just a safe pick overall.
I wouldn't mind more interesting additions to other killers to make them more appealing but realistically it's just a meta pick for the gamemode. Only way you reduce pickrate is nerf him or buff other characters. Alternatively - BHVR add more interesting killers to the 2v8 roster that people actually want to play. I personally like Wesker although I've always felt he doesn't need the extra information like killer instinct built into his kit. It feels super unnecessary when he's already deadly and has a built in slowdown where survivors need to use first aid sprays although that's more my 1v4 opinion. I'd love for Dredge to get added to 2v8 or even Doctor but I'm probably a minority on desired 2v8 characters.
tl;dr - I blame queue times, lack of roster options and how Wesker feels like he has too much going for him compared to the rest of the 2v8 roster.
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If we're specifically talking uncommon / unlikely then I would like Akira although I don't feel this is the game for that even if I want it. I would say Bioshock, Amnesia, Postal, or Fatal Frame to name a few but those aren't uncommon. In fact I believe Bioshock out of those 4 is probably the most requested on the game side of things. Also adding this because I saw it in the thread - I would actually love to see The X-Files as a license. Also editing this in - How could I forget. I want an Outlast chapter but that leans into most commonly requested. I love Outlast.
Character wise I feel Akira could give a survivor (Kaneda) and a killer (Tetsuo) that could also fit aesthetically although after Tokyo Ghoul's launch I'm on the fence if it would be a good idea. I just love the characters, aesthetic and story and feel at least visually BHVR could make them work although as for gameplay I don't know if they could make it work. A mix of telekinesis and the ability to manipulate organic matter are both super cool but it's more appreciation to the characters.
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So I've played since 2016 and personally I feel the biggest issue with the Trapper is maps and RNG. Sometimes RNG with tile, trap and gen spawns can win you the game and sometimes you get gm_flatgrass where you can see traps a mile away. Although I don't know if I'd really buff him because realistically how do you buff him - he can end chases faster than anyone if you walk in his traps. I do feel in his current spot I wouldn't change Trapper at all. The only thing I'd consider is if Trapper is on the map it should spawn slightly more grass in some areas but determining where grass goes is a conversation in itself. I wouldn't mind a secondary power where the entity moves your farthest unarmed traps closer to you for you to pickup because sometimes those spawn in deadzones you will literally never go to otherwise. It's less frequent now but that's all I'd possibly change with his power if I had to pick anything.
tl;dr - Maps and rng are his biggest weakness imo and I'll die on this hill - current kit doesn't need changed.
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A genuine question but what is the point of showing the killer at all? For stealth killers it can give away the surprise and for every other killer I feel like you're not going to forget who you are playing against halfway through the game. You can only see the killer name and ping and the rest of the info is hidden until post game as usual. It just seems like unnecessary information to even hint towards the survivors. If it's to help new players then it won't do anything because one they see a "You are now facing the KILLER" tooltips at loading screen for the first few times facing someone and the tutorials are still not good.
I have no criticisms for the survivor portion but I feel the killer section shouldn't even really be present - it's not needed outside of possibly showing ping.
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When the game was primarily original content instead of what feels like an equal distribution of original and licensed content. I don't necessarily hate licensed content but I feel a lot of the original content gets neglected in favor of prioritizing licensed content now. Otherwise I can't explain why every licensed DLC feels great to some degree at launch in comparison to some undercooked original releases. I love when BHVR gets creative and I just miss seeing less licensed content. It could be a bit of me missing the game from 2016 and seeing banger after banger drop from BHVR and now it feels a bit slower.
I don't hate any licensed content to clarify - just without a behind the scenes look it's hard to not feel this way. You could say I want to see more from BHVR designed by BHVR. Content wise I feel my favorite chapter releases were between All Things Wicked and End Transmission. Very solid teasers, most of the content was great, visually all the content looked stellar. It was super exciting seeing the hype from both chapters up until the release.
I do wish we could get some killers similar thematically to the OG killers as a throwback. I played since 2016 and I loved Trapper and Hillbilly and seeing all the tall imposing killers was great. I miss when things were far more simple.
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As a PC player I don't see a reason why it isn't an option at this point. With how normalized a lot of features are in this game I don't understand why it isn't a feature. To clarify also - I'm not suggesting seeing the travel trajectory - Just a crosshair to give players an idea of where the center of their throw is. Seems pointless making addons for it. Just make it an option like FOV replaced M&A / Shadowborn.
I'm on PC - I'm okay at Huntress and enjoy Deathslinger. I'm not going to judge another player if they decide they need a crosshair. It really isn't a big deal. It just makes these characters more accessible for players wanting to get into them and improve as them. Eventually the crosshair doesn't factor into the players skill it just helps them get used to things to actually start.
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On paper giving Nemmy more zombies gives him a stronger presence but instead of 4 zombies splitting pressure what I've seen usually happens is 3-4 zombies are on one survivor usually doing nothing. Even with that in mind I've not really seen it make a difference and just make it annoying for one survivor because the zombie pathfinding is still bad but I get what can you do with the zombies being so basic. There are perks that just kill the zombies where you can blind or destroy zombies and just reset the pallet.
I'm not saying the change should or shouldn't be reverted but I really don't feel like it did anything except occasionally screw over one survivor at the wrong place at the wrong time. Admittedly I am the crowd that says ######### it give Nemmy a Rocket Launcher so I can 1 tap survivors across the map. Would be more reliable than the zombies that are hit or miss.
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There are too many factors in DBD to balance the game plus the community is widely split on what this game needs.
Personally - I don't see the game having issues of imbalance but more sources of frustration and unfun mechanics. The only thing I'd personally do if I could is I'd reduce the amount of perks in the game, by owning a DLC through purchase you automatically unlock the perks and I'd make communication easier for solo survivors both being PC and console. Information such as what perks are being brought into the trial, simple quick chat commands such as "Distracting killer", "Going For Unhook" and so on. I'd let players choose between many options and just have 4 buttons by default they could use. I'd also overhaul the game with better tutorials and contextual information while picking perks. For example - if you hover over a perk you can see any balance changes recently made to it if any so if you forget to read patch notes it gently reminds you the perk has changed.
We can argue what specific killers need, how to address camping and tunneling but it's an endless topic that's always going to be an on paper idea versus players adapting in game and making any changes fruitless until we get to a lobotomized shell of DBD. I just feel focus should be on what can consistently make everyone's experience better than just a set amount of people.
That's about all I'd confidently say I'd change but I know many won't agree with that either.
edit - Also to clarify the way it addresses balances - I am suggesting we put everyone on a more even playing field by making more perks available to everyone, communication even amongst players so it's easier to make future balance changes and help guide new players to learn the game so they stick around and aren't cannon fodder.
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I would have liked Hopper
On the other side of things I am now required to main the new character.
I don't mind if they were kids in the show as long as they're depicted as adults in the game.
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Do you have a fave indie horror game?
I've been specifically playing Outlast Trials - The world building in that game is great, community is nice and the game itself is solid. Unsure if it counts as AA or indie but either way it's been great experiencing going back to it and exploring its world. Haven't really had time to explore many other titles.
Happy Holidays
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I would just change Invocation to be mechanically different.
Invocation circle is always present and anyone can charge it. Once it's fully charged an invocation crystal will appear at the circle and to claim it you will be given a prompt to choose which perk to activate if you have it and then claim the rewards for your team and take the debuffs. This way anyone can commit to it and the reward can be claimed at any time by who ever has the perks. I would also give the invocation circle a base effect that anyone can activate without a perk alongside the killer being able to steal the progress of a completed invocation to claim their own reward.
First half is what I'd absolutely change about invocation perks to make them less punishing. Second half with base rewards and killer theft purely optional. For invocation I just find it funny that you have to choose one of the perks right away and that channel is committed to that perk. I feel being given the freedom of choice on what to activate after the channel is completed and who can put the work in should be changed. Invocations right now are insanely selfish and often throw a game.
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I haven't quit the game yet but while I love DBD I just feel like I'm forcing myself to play at this point. I've been playing Outlast Trials now and enjoy that game a lot more. I also don't really believe many are actually quitting DBD however a lot of players are unhappy with the state of the game and seem to play purely out of FOMO / addiction to some mechanics this game has.
I think a lot of my negative feelings about DBD are amplified quite a bit as I've played since 2016 so I have higher expectations. It's noticeable every time certain things with the game or company happen updates have a lower quality. There's a lot of things I could pin the current state of the game on but I really feel like in this very moment there are two things I'd account for.
- I really don't feel like the people working on the game play it too much because there's a lot of nonsensical changes
- I feel like when BHVR laid off a lot of employees it heavily affected this game - I feel like there's not enough skilled people working on this game. I'm not saying the current people are unskilled - but there isn't enough of them. Otherwise I can't explain why every other update breaks some things to where a killswitch is almost guaranteed on something each update. At least eventually things get fixed.
There are so many issues with this game though that I feel a sequel or rebuilding this game from the ground up is the only solution to a lot of foundational issues the game has. I also just don't really trust BHVR at the moment. I don't blame the individuals working on the game but why does almost every single update for the past few years just break something that isn't even being added or seemingly altered. It just feels like the game is a mess. Not a lot happens very quickly anymore and I just feel like this game can't handle any more new content.
I personally don't care about new content, licenses or skins but I know most do. As a player whose been here for almost 10 years now I think my main gripe is the lack of any foundational changes and seeing the same issues occur over and over. Many many changes that are long overdue to be revamped take literal years. It felt like an eternity before BHVR came up with a solution for hatch standoffs for example and I feel that was the biggest QoL change the game had in a while.
I hope the game gets better in the future - I don't really care either way as I'm just tired of watching the us versus them arguments this community has.
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@Choaron said:
The majority of players will NOT sit through all the manuals.
Sounds like the problem is not tutorials but people not willing to learn in the first place then.
Dead By Daylight is not complicated enough to warrant a full page of text to explain a simple mechanic - it could all be summarized with less effort. For example - do you bother reading character bios? If not - why? Chances are if you don't you'll tell me the most common reason is it's uninteresting and boring. Imagine being a new player - a lot of the tutorial is like that.
Where do you even start with all of this #########?
https://www.youtube.com/watch?v=Dw3Rmi8F1ZwIn 2016 there wasn't a lot to learn - I played in 2016 before a tutorial was added. I genuinely believe the current tutorial makes the game more complicated than it needs to for people. The way the information is fed to you is very jarring and disruptive in the actual in game tutorial because it constantly pauses and forces you to click on the UI prompt to continue. Then we go to the actual game manual and there's so much wasted potential. Let me give you a few examples.
A lot of wasted space - Unnecessary need to scroll for single line.
A lot of wasted space which could be used to give the player a picture example showing what this is.
Why does this ######### need space in the game manual? It should be explained when a player is looking through the UI and be able to be figured out on the actual Rift.
All of this is also tucked into Play > Learn to play > Game Manual
All of this is a chore to get through - it's boring. If your tutorial gives the impression the game is a chore or boring why would I stick around? So many of these entries could have a picture tied to them at least to help visualize what they are even referencing. You could read the tutorial and still not know what it is.
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I would love for the game to have an overhauled tutorial system. The worst part at the moment with DBD is considering the fact that this current tutorial IS a rework of an older tutorial. Personally I feel like the worst part of the tutorial isn't exactly even the tutorial but how the information in them is fed to you. It's not even necessarily even a lack of information either.
A couple of things I'd like to see in the tutorial are optional "Scenarios" that put you in short 1-2 minute scenarios that are quick to load into to teach you how to do basic things like flashlight saves.
I also feel like survivors should have a way to play the tutorial with others or at least a friend. At least for the one that puts you in a normal game.
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Game focuses too much on FOMO, licenses and the battlepass. A lot of decisions indicate alot of(not all) the devs either rely on stats too much or don't even play their own game or both. Devs constantly make the same excuse over repeating the same very blatant problem where they seemingly ignore a lot of feedback. I personally feel like they don't necessarily ignore feedback but they hyper prioritize specific feedback.
This is also ignoring a lot of controversy where the devs occasionally say something out of pocket. I love when devs speak their mind and can even talk a little #########. I'm all for that as I think it can create a good bond from the devs and community when they can talk a little banter. I'm more referring to comments on stuff like accessibility support and then someone says something out of pocket and the devs prove that it's more so a priority issue than anything.
There's a lot of feedback that is widely supported and seemingly takes forever to be added to the game and there's a lot of common sense feedback I think a lot of us can agree on. It takes forever for anything to be addressed and I just feel this game has a lot of technical debt and a lot of new people working on the game to where each month the task of updating this game probably becomes too much for who ever is managing it and I feel like this game is about to quite literally explode at any given update.
I remember back in the day in 2016 when this game was only on PC and didn't need to validate on console and was owned by Starbreeze. BHVR would just send out updates every other week and it seemed to address things when needed. Now it feels like an entire diplomatic process they have to follow. There's a few active devs here I appreciate taking the time to comment even when people throw shade at them. That kind of perseverance and interaction is how you keep community trust up. I just wish both (Community / Devs) sides could really get down to this communication / feedback issue and I feel like everyone would be so much happier. Realistically I feel like the devs can never say what's going on or they'd get in trouble and I personally have grown tired of the same song and dance and the same excuse over and over when an update drops and it breaks the game or ruins balance.
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I feel overtime it's becoming an impossible task for the balance team to maintain and would be fine with toning the amount of addons down to like 12 per killer. I feel it causes too many issues with balancing when we have several addons that do the same thing just a slightly different number when the base killer could probably just be made better. It feels like a lot of bad addons are designed to compensate for part of a killer intentionally being made bad just so you have to choose between power changing addons and stat boost. The whole concept of addons is silly because they can be stockpiled and aren't really rare anymore because BP is easier to obtain.
I'm fine with the amount of perks to some degree but just based on the idea that I feel BHVR's balance team is slowly reaching the point of maintaining too much I'd love to see a downsize of them. I love variety in this game - it's what kept me here for a while but be realistic. Out of all the addons per killer and all the perks on both sides look at how many are even worth running unless you run a game throwing build. We can argue you run those builds for fun but the game encourages both sides to try their hardest. MMR will eventually push you to stronger killers if you win a lot and as survivor it's easy to get bodied against a Blight if you don't sweat compared to let's say a Wraith. No one likes losing so everyone on survivor is going to try hard so eventually killers who want to win do the same for their perks and addons. So the trash perks and addons go unused because they're worthless.
I do agree with
@BorisDDAA said:
Some killers used to have a custom number of addons like Hillbilly, Huntress, Nurse. Having 10000 addons when only 4 are useful is pointless, they should just go back to custom numbers instead.
Some killers could probably have less and some could have more. BHVR's rule for consistency among all killers I feel causes a lot of problems trying to reach an arbitrary number instead of focusing on the quality of addons. Granted this isn't specifically an addon problem either.
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All of those are really good - I really love the design of The Knight by Ath.
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I feel like a long time ago DBD was more comparable to a party game when it was more simple and felt more community focused with interactions. Now there's MMR, a battlepass and other incentives to play other than just getting on to have a good time with friends or randoms. On top of that it's so overly complicated for people who are super casual to just drop in and play because there are so many perks, items, unique characters and other things affecting the game. New players don't really have a chance unless they commit to this game hard.
I played since 2016 and I would have said it's a party game then due to the simple nature of the game but nowadays I'd have to be convinced either or because I don't really know where I even stand on that view anymore. DBD used to be a game you could boot up and everyone could mostly be on the same playing field for the most part. My experience with over 3k hours is a lot different than my friends who have like 200 hours because I have so much unlocked and available compared to them. DBD back in the first few years didn't feel like that even with some DLC.
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I am making zero judgements until I see them in PTB. Plenty of times something has looked good or bad on paper and while yes we can make assumptions I am not going to assume anything until I see how it plays. I will definitely try them though as Myers is 100% the reason I got this game in 2016.
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There's only so many interesting spins they can make on a dash killer and to be honest I feel since they haven't really been able to properly balance the last 3 or so that specifically focused on dashes they should put off making them for a while.
Personally while I know I'm probably a minority I want more trap killers. A killer similar to Trapper except instead of traps on the floor you can place traps or tripmines on the wall is pretty much the main kind of Trap killer I'd like to see. Funnily BHVR did a collab with Ubisoft a bit ago in Siege and Kapkan who very much does this got a Trapper skin.
I know it's really hard to balance trap killers though which is why I never expect to see them. Dash killers are just easier to make because there's less design issues you have to worry about. For Trap killers you have to always consider the map or certain tiles.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986946#Comment_3986946
Moderation is a massive problem in DBD. Though personally, bad mouthing with less of a chance to get in trouble cus no one knows who you are is not cool. Thats gotta go. I shouldn't need to run Anon myself to avoid getting hated on cus of in game occurances, I want to connect with people converse respectfully and equally. Anonymous defeats that principle.
We both want the same thing which is civil discourse and conversation. Neutering anon mode won't change the outcome. BHVR needs to finally step up and overhaul their report system because it's trash and they rarely do anything from what I can tell.
I view the solution as
Replace the current strike system with two separate systems for both Chat and Gameplay
Having two systems means BHVR can be more heavy handed with chat disciplinary action without people having the excuse that a ban is too harsh and it would be unfair to punish someone on the game.
Add more options to players in and out of anon mode
Anonymous mode should hide all usernames and profiles - However you should have the option to reveal a username but by doing so you reveal your own profile. However if the user you are revealing has already left the lobby you should not be able to reveal their name as they wouldn't be given the option to reveal you.
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I don't mind BM or banter - I've made a post about this in the past but I've been called slurs, told to off myself or in some cases had threats made against me or someone threatened to kill my dog by going through my post history. Quite certain none of those people are banned.
I'm all for a little bm - it doesn't bother me. I'm more so talking about when someone spreads hate in chat or makes it clear to harass or threaten someone they should immediately lose chat privilege. There's a few content creators atm that spread hate and I remember there has been a few times where BHVR has stepped up and had to go after them but they rarely choose to make an example out of bad actors.
Ultimately though I agree with one thing. If you have anon mode you shouldn't be able to see other names. Yes this has drawbacks for the user but I still feel like you should be able to engage with others to some degree. The alternative is if you choose to reveal someone's name then you reveal your name to them as well with a warning that this will happen. I also feel by default users should be able to hide anon mode chat if they are not in anon mode. I'm all for freedom of choice here.
I think PC is the only platform with anon mode. If anything console needs it much more than we do because they are easily raided with false reports compared to PC.
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I feel that anonymous mode should just be on for everyone by default and you have to opt out. However as an anonymous mode user I agree to some degree - I have no interest in engaging with most players I meet so I keep anon mode on. There's a lot of insane people that are never held accountable by BHVR on this platform and it's not worth the trouble. Issue is I'm pretty sure cheaters for example don't get affected by anonymous mode or can turn it off on their end so if you're dealing with someone like that it don't even matter.
I don't know if I'd agree with chat getting disabled for anon mode users even if I don't use it. Mostly because you can still report anon mode users (I know it rarely matters) and there's still friendly conversation that can be had.
Realistically BHVR needs to overhaul a lot of disciplinary systems creating a system for both chat privilege's and queue privilege's. If chat had a separate punishment system from actually playing BHVR could actually be more heavy handed with punishment for bad behavior in chat. If you abuse chat you don't need it to play so no one could really argue if you somehow get banned from chat that you didn't deserve it since it doesn't affect game.
Also all of you claiming we have the tools to deal with bad behavior. It's not mine or anyone else's job to babysit unstable manchildren who feel they need the last word and will open up your profiles to harass you. BHVR should actually do more by overhauling their report system but instead just distract you by signal boosting content creators who distract you from the issues instead of actually addressing their communities ######### behavior. I'm tired of everyone going after players who want this game to be better for everyone. We need to pressure BHVR to actually improve their system to properly protect players and punish bad actors.
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I feel like the killers I don't want to see in 2v8 are actually the ones I don't mind in a 1v4. I'd hate to see Dredge in 2v8 specifically paired with other things like Freddy or Trapper because I feel that would be frustrating and not even necessarily strong. Freddy and Dredge I feel would be impossible to optimize / balance because two visual effects stacking on each other. I also feel like there's too many killers who would benefit from Plague keeping people permanently broken or being required to constantly go to fountain.
I admit I kind of want to see Pig in 2v8 specifically for how hectic it could be. I also would like Springtrap but unsure if the other killer could interact with the doors. Chucky (Or even double Chucky) and Myers are the only two I kind of want for memes.
For now though I feel BHVR should just try to get most of their OG killers in 2v8 and worry about licenses later. Unsure who I would even suggest go in 2v8. There's already a decent selection there.
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The new battlepass on the first iteration wasn't perfect but it felt like it could have been great if fine tuned. The numbers could have been lowered or kept the same and it would have been okay. With the higher requirements on the battlepass I honestly don't feel like playing because I have a life thank you very much.
Does anyone who has a job and social life actually believe the numbers were too generous prior?
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Michonne against Nemesis while infected is also incredibly loud. The voices feel like they're bugged or still using placeholders there's no way this is working as intended.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970127#Comment_3970127
I think comms dont really play that big part in dealing with singu, unless it's really high level of play.
most of it is just every person on the team understanding how to do the counterplay and not commit major mistakes that singularity relies on to snowball the game easily.
like if people just dont give him free TPs and dont waste most pallets in first chase when they could use windows half of the time, it's way easier to handle
I absolutely agree with
most of it is just every person on the team understanding how to do the counterplay and not commit major mistakes that singularity relies on to snowball the game easily.
I just find it's easier to avoid that in a swf even if you're playing casual. It's easy to forget things on occasion as a solo player but having a friend just kind of poke at you while playing keeps you focused on a killer that requires so much of that.
I wouldn't say comms fully dictates the outcome but I feel it does make it less stressful / easier for players which makes them more committed to playing against a difficult killer. Maybe this is more a psychological thing rather than a balance issue.
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Really depends - I enjoy playing as and against a Singularity player. Although playing against really depends if they are trying to have fun or doing absolutely everything to win. I admit I feel the killer maybe has some problematic points that can't really be addressed. It's very easy for them to micro manage a lot of aspects in the game if they are good.
Usually the common case against the good ones I've played is they bring the game to a crawl and do not allow any mistakes and will absolutely kill a survivor early if given the chance. I feel most of my fun games against a good one has usually been in a SWF which makes managing their power a lot easier. Although I admit I've struggled against good ones as a solo survivor due to survivors not knowing when to EMP or sometimes even myself not being sure where a survivor is to EMP them.
I feel a lot of their power thrives when comms are not in play. I also feel this when I play them. Overall though I enjoy versing them even with some rough games. I feel their power is mostly fair to deal with and counter but at the same time maybe something could be done to improve the gap on managing their power between solo queue and SWF.
I personally wouldn't suggest anything to change them though. They're one of the stronger killers I personally enjoy versing and wouldn't want to see their kit ruined when there's a lot of cases where this has happened with killers I did enjoy versing.
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I wouldn't mind a full on featuring for a perk randomizer option or even having a Common offering that randomizes your perks but you get a BP bonus for using it.
A loadout option would be fine too even if there was just a perk slot that selected any perk you have unlocked.
So basically
Offering = Randomize perk loadout with all perks available in game for a bonus.
Randomize Slot = Random perk in the loadout slot based on what you have unlocked and available.
I would use both personally - I love variety.
edit - Wait why do you have a random link in your post?
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I don't want to go off on a tangent about this killer but I genuinely don't understand why they removed Chucky scamper but then immediately add a killer after the decision that basically does the same thing but without the downside of running slower. Everything else is debatable but I genuinely would like to see an honest explanation from BHVR as to why one was fine and the other wasn't. I fully understand apples and oranges type arguments but this just seems like history repeating itself.
I'm not advocating scamper to return it's more so the decision why it was okay for this killer to get it. I've never watched the anime but probably never would have in the first place. Although it's unfortunate this killer has ruined your experience so much you won't watch the show. Not judging I get it but that is unfortunate.
If I had to hate on the killer for anything it's mostly that - everything else I'm just so far removed from caring at this point.







