Dustin
Dustin
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@OtakaChan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405579#Comment_3405579
Sadly the same error pops up. Thank you for trying to help :) I do appreciate it.
That sucks to hear - I was going to ask about the Firewall but you've checked already.
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@OtakaChan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405587#Comment_3405587
Okay got it! Going to try this now! Thank you so much! I'll let you know if it works!
The only other idea I would have is if you have something lingering from a previous install that didn't get removed. Either way hopefully the EAC reinstall helps.
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@OtakaChan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405579#Comment_3405579
how exactly would I be able to get a new EAC download? Just go to their website? Need a bit of clarity please and thank you!
I'm going to delete the video once you see it mostly because I don't want to have my name public. Do this at your own discretion but I've done is back in 2016 - 2018 and it's always fixed it. I recall it was even recommended to do to fix the issue by support but maybe memory is a but fuzzy it was years ago.
I will mention if you've done a clean reinstall of the entire game I admit I see no point in doing this but just in case it helps there's how to do it.
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@OtakaChan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405579#Comment_3405579
how exactly would I be able to get a new EAC download? Just go to their website? Need a bit of clarity please and thank you!
When you uninstall it there is still an installer in the directory - Moment let me grab pictures
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Did you specifically try to uninstall EAC and re-install EAC? You can do this directly in the DBD Directory. A long time ago I used to get EAC errors when the game was peer2peer and it would fix it before the next update gave me the same error.
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Do you think that killers should lose Bloodlust when they whiff?
Personally I feel bloodlust is fine the way it is. Breaking the pallet, losing chase or attacking a survivor successfully resets bloodlust and I feel that's fine. Although I wouldn't be against Bloodlust being replaced with a similar feature with the same intent to end prolonged chases. Granted I feel the current mechanic does exactly what it needs to. If a survivor is constantly getting into a chase with a killer where they get bloodlust 3 I feel the game is probably heavily in the survivors favor at that point. The only argument I'd understand for removing it for example or nerfing it is so a survivor can eventually break chase from the killer as they are likely wanting to do.
I get some survivors ONLY want to be chased but there are cases where the survivor is good enough to prolong the chase while being pursued with Bloodlust 3 but not good enough or in the situation to actually break the chase completely. I feel if anything this is what bloodlust could be adjusted for. Maybe whiffing an attack resetting bloodlust could be the solution for this. Although I admit I am content with the features existence as it is now.
Side note - I do agree with most of the comments above referencing bad map design and that being a necessary reason to have bloodlust. Some maps are genuinely unwinnable with certain killers for the average player. Granted it's much more rare now I feel that map RNG is something that should be considered when tweaking Bloodlust.
When maps are hand crafted you typically wouldn't need to worry about such things but given the random nature of some maps in DBD Bloodlust is kind of like a safety net if map generation creates a very one sided map.
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Personally I think it's good that Boons can be relit after being snuffed because it's a huge time investment for survivors. Lighting a boon totem as survivor at the wrong time can actually throw the game. I wouldn't be opposed to a penalty to a survivor every time their boon is snuffed - Something minor even if it was preventing the relighting of the boon for a minute but at the same time if a penalty existed it should only be a nuisance and not completely discourage approaching boons. Believe it or not minus circle of healing's initial release state boons are actually pretty good for the game. I admit I feel they haven't been handled too well but that's just how I feel with their strict range for some specific perks.
The only thing I'd change now is actually readjusting Shattered Hope which is the killer perk that lets you break boons completely. The thing about that perk is that it's completely useless if a survivor doesn't bring a boon and the perk only existed as a band aid for killers who didn't want to deal with old CoH. It needs a second effect similar to how Fearmonger (Mindbreaker) eventually got a second effect instead of just affecting Exhaustion like it used to.
To summarize my post - Boons are "okay" at best and the only reason anyone looks at Boons to be unfair is because Circle Of Healing was busted for a while. Consistently boons are pretty terrible in most situations.
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To be honest most of the stuff I'd been wanting to see happen is now happening.
- Item healing specifically is being focused on - It wasn't initially like that for PTB but the change is pretty much what I wanted to see. It should put more focus on survivors healing together rather than a survivor being a one person army because of a medkit or even a perk.
- A lot of problematic perks are finally addressed and now the game can focus on toning down some killers that need it.
- Hillbilly seems to be getting a buff with a slight adjustment. Overall I want my boy Billy to come back to being top tier and in most of the games but I don't think it will happen. In the very least I'd love to see Billy get deserved buffs.
Honestly the only things I'd want to see now is reworks to Shape and Twins and rebalancing of Hag to encourage leaving her web and even reward her. The pain resonance change was great because this very concept was touched on. You have limited resources that have a high impact and you're encouraged to not hover in an area for too long. Hag should get a similar treatment and it would make things more enjoyable for both sides.
This went from one of the worst PTB's to an above average one for me with the last sweep of changes they made. If I see more Hillbilly buffs I'll be happy but overall he just needs an addon pass and removal of the heat mechanic. No one likes it and it doesn't add to Hillbilly's kit in any way that's positive. If you want to stop camping the only way to address it is adjusting some killers power to only charge at normal speeds while they're proactive in chases. I've suggested this for Leatherface where he only gains charges while in chase and it slowly depletes when he's standing still and if needed it could be applied to other killers if you really want to stop killer camping with power. A lot of deployables are disabled or destroyed around hooked survivors anyway so I don't see why it should be different for other killers without deployables.
I admit there's not much else I want to see in the game aside from probably deleting the Spirit but that's just a bias I have against that killer and probably unfair to most people.
Certain perk combinations are not permitted
When I started playing in 2016 this is what I felt the game should have done in 2017 but then certain debuffs and exhaustions were added so I feel a bit differently now. I do feel that some perks should have some restriction to not stack with others but this is now mostly with survivor perks that benefit items or healing.
Balanced perks, for every positive there is an equal negative
I feel the real issue is having perks that apply in every situation. Some perks BHVR make are very niche and I feel this isn't inherently an issue with their perks but more how you have to have consistently good perks equipped. If you don't run meta perks you rely on matchmaking and RNG to make the stars align. In this situation these perks are either underwhelming or single handedly can win the game. Not knowing what the other side is running is part of this problem and why this will never be a thing. You're just guessing what will be good for that particular game.
For example as survivor - Sprint Burst is good in every game, Lithe is good in every game, Bond is good in every game. They will always get consistent use. Meanwhile Head-On is such a niche use and situational perk that when you can use it that getting good value out of it without coordination is hard.
There are a lot of killer perks like this too but isn't as problematic as you don't rely on survivors most of the time to make them work aside from Shattered Hope.
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The ability to apply blood to any cosmetic would be a cool unique change or even turn the hooks into a special killer themed hook even if maybe the basement. I don't know what unique thing a survivor could get though personally if the hook thing was a thing.
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It would be cool to play Louis - When I first played Left 4 Dead he was the primary survivor I played. Bill was a close second but I always loved Louis' personality.
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Why are you nerfing a already bad perk?
Am I losing my ######### mind or am I being gaslit here? Bad perk?
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It shouldn't be my responsibility to hand over money when a dlc larger than normal fails to grab me.
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I've never seen a game essentially retcon one of their own main lineup characters out of existence simply by consistently nerfing them against the communities wishes. I understand why they've made a lot of the changes they did even if I don't agree with them. I however do not understand why they feel the need to constantly nerf Hillbilly and when ever he gets a small buff they nerf something else to "balance it out".
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@Crazewtboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380026#Comment_3380026
In a way I am glad the burn feature got removed. It felt pretty bad for people playing Wraith and Hag and if everyone brings flashlights with Built to Last and possibly Streetwise, it could be a big issue.
I do think Hag just needs a complete rework all together, and I am all for her not being able to put traps near hooks. If other killers can't use their powers close to hook, I don't see why she should be able to put traps right in front either. But granted I don't play Hag.
I am going to disagree with the Circle of Healing part slightly. The Self Care aspect was problematic, as it meant you didn't need another survivor off a gen to heal your injuries. The problem is that if a survivor did help you, they healed you in 8 seconds so both of you were right back on the gen. Now to use the perk, you have to force that second person off the gen, losing time as they run to the area and complete the heal. If the boon isn't laid out in the right spot, you could arguably be losing more time going to heal them inside the totem compared to them being able to heal themselves. The healing speed is still going to be annoying against a coordinated team, but this change was much needed and makes the perk more bearable
As a Billy main, I felt the whole rework to his power before was unnecessary. Now they are nerfing his add-ons again and making cross maps more punishing. I still get downs with him pretty consistently, but unfortunately don't have proof. Either way, if you loop him right you can negate the saw all together. The changes to him were just not needed.
That's fair with CoH - I just view it along many other perks that share a similar issue is some perks make items over the top and then the other way around. I feel the best way to balance them is to remove certain interactions. A perk should be good at one thing and not worry about other factors affecting it's balance. My mindset with that comes from BVHR's decision to nerf Enduring to only affect pallets so they could fine tune stun duration of perks. Also with how they reworked old Tinkerer. Inventory and perks interacting has just consistently caused issues in the past when that item or perk wasn't tailored for that specific purpose. Although I suppose if this is now a perk that focuses entirely on items it does go inline with that thought process but I admit I don't want a perk to become useless but we'll see how it turns out.
I feel the Billy changes are meant to make him more accessible and nerf more skilled Billy players but ultimately I just feel the heat mechanic should be toned down. I use to play a lot of Billy prior to his changes and I remember with each change they made to him he progressively became more clunky. I remember when they changed his FOV and animations before the rework and he felt awful to play. I haven't really touched him since the rework because the changes were very strict. That was my thought process though on Billy - He's still very easy to cancel or prevent the saw from doing anything - I just feel nerfing him is unnecessary because all you really need to do is pre drop a pallet and force him to break. You don't need to do that to every pallet but he's a very basic killer to counter even with his deadly power.
I'll just say it to be upfront - I hate Hag, I hate everything about her kit and I feel her kit shows the absolute worst decisions BHVR has made with a killer. A typical Hag will get run the entire game to where it's boring and a good Hag will prolong the game and kill off survivors quick when ever they approach her web. I do want her to be viable but this change to her isn't going to help the inexperienced Hag players to become better it will just encourage them to camp even more making the experience versus her more miserable. I want to see her encouraged and even rewarded for leaving her web and setting up around the map. I'm all for her getting more range but I really feel like her traps need to be destroyed around a hooked survivor. This change with flashlights will just make it more miserable to play against her with experienced players on both sides and make things more difficult for newer players because the crouch walk speed is slow and it will take forever to just approach a trap to disarm. On your way to the basement if that's a scenario it's likely going to be annoying trying to clear them off stairs because items on sloped surfaces in this game tend to have funky interactions.
That's awesome that you main Billy - I used to main Trapper a long time ago and before I finally shifted to the killers I play now I played Billy pretty consistently for a bit. Just wish he'd get some proper changes instead of BHVR being "too cautious" with one of their OG killers.
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I feel this is one of the updates where BHVR had the absolute best intentions but there's a few things I don't agree with.
The removal of burning killers should stay as it gives survivors something else to do other than be chased or repair generators. It also provides rare teamwork moments. I feel it should just be added to more killers because again - it gives survivors something to do and sometimes yes you'll have a rogue survivor follow you while you're in chase but they're not doing objectives. Flashlights eventually run out of juice and if they're doing it too much adjust charges don't remove an interaction.
Regarding Hag specifically she's just a problematic killer who should get a rework. The fact that flashlight interaction is being removed with traps yet a new mechanic was created specifically to destroy traps is silly. Especially now that you have to crouch walk over to a trap. You may have infinite times you can do this now but it takes forever to approach a trap without Urban Evasion and that's the issue with Hag - Her kit when she is doing well promotes camping and prolonging the game because setup outside of the web of traps she makes is not only discouraged but punished. Hag should be reworked and also her traps should be destroyed in hook proximity if a survivor is hooked just to be inline with other killers. No one is going to enjoy having to crouch walk across a web of traps to unhook someone and go through a cycle of hook trading.
Circle of healing should allow self care and not stack with items because that's what was making it over the top is working with items. Now it's useless if you don't have an item on you.
Hillbilly should only get buffs - I'd love to see a single person argue that Billy is common enough to warrant an engraving nerf. Yeah there are some cracked Billy players out there but it's so rare to consistently get good chainsaw downs with him. If a Billy main came in here and provided proof I'll retract this part but I would be surprised if anyone agreed with it.
I do see the rest of the changes to be good for the most part.
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I try to make sure new or inexperienced players have a good time but if you blatantly know what you're doing or have a good amount of hours on you then you're on your own.
If I end up in a game where everyone is chill or blatantly doing challenges I try to be lax in what ever role I'm doing but most of the time in my games everyone is sweating either for a full victory or battlepass challenges.
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I'll be fine with Nerfs if we can get a new Evil Within 4 Tier where Michael drives a muscle car to run over survivors like he did in Halloween 5.
Basekit Muscle Car Myers let's do this
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373926#Comment_3373926
The fact a single determined Survivor can go around totally disabling Trapper or Hag is outright detrimental to their design and performance, though.
It's generally not needed, but the idea that if 1/4 of the Survivor side feels like it (and for Trapper and this theoretical SM, without any item or investment), a Killer doesn't get to have a power and is in a 3v1 with literally just an M1 and addons denied? That's awful. It might technically be a massive amount of slowdown, but it's well over into unfun gameplay design.
I absolutely understand where you're coming from and personally I feel that both Trapper and Hag have problems with their kit regardless of that issue. I'd love for things to improve with them as I used to main Trapper at one point so I get how it is. I just feel it's a necessary component enabling the 4v1 Asym game. If it was restricted it would become a 1v1.
Even with the person they're in chase with that person can ruins Hag's chase potential if they have a torch and a good enough loop. Hag is basically confined to her webs on the map to do anything with her power and setup takes forever. This is why you see a lot of Hag players camping because the time investment to leave their web is game throwing. Trapper is similar to a lesser extent but at least they move at normal speed and their traps are deadly when they work.
If we look at every other killer though - Would you ultimately change them? The only one I can think of that's absolutely not shared is Plague and that one is more getting rid of a debuff.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373907#Comment_3373907
'One Survivor can totally disable a Killer's power' is not a good dynamic. It's actually a terrible one if this disabling is the entirety of your power. It'd be like if Pinhead didn't even have the minor anti-looping his chains provided (and a tendency to force people well out of the way, and the chain hunt was terrible).
If one Survivor could run around giving her only a 2% speed bonus and denying any other application of her power, that would be game-breakingly bad. She'd make Trapper look like an S-tier god by comparison.
Compare it to Pinhead - Imagine if you had to do rotations for the Lament Configuration. Solo queue wouldn't survive because even with prompts everyone wants to do their own thing if they're not directly communicating with the other survivors. Having one survivor having the ability to use all their time outside of doing the objectives to focus on killer power is a good dynamic. It gives survivors flexability and freedom to help each other out on a whim. It doesn't mean it will happen all the time but it should be an option.
It's a function that's present with every single killer in regards to interacting with their power in some capacity whether you're physically disabling bear traps or burning a killer with a flashlight so they can't use their power. Also if a single survivor is using their entire time walking around the map disabling a power I'd take that over 2% because a player has willingly taken theirself out of the game just to hinder your power.
It'd be like if Pinhead didn't even have the minor anti-looping his chains provided
Although regarding Pinhead and Merchant - Pinhead focuses on slowing survivors down while in chase and eventually the game. Merchant doesn't focus on one particular thing at all with her power and being honestly it's not entirely clear what BHVR even wants to do with this killer. Is she meant to be a stealth killer? A defense killer? She doesn't particularly excel at one thing although I will admit I am glad we're shifting her from gen defense to chase but I don't see it preventing 3 gen situations because it's going to force survivors to rotate around the map more swapping roles.
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I do feel this will make her stronger in chase but honestly I feel this isn't the right change for her and I'm predicting it's going to be even more of a slog playing against her. Hear me out here with this.
The main issue I have is this.
First, The Skull Merchant will now gain a growing Haste effect for each Survivor tracked on her radar. This bonus starts at 3% for one Survivor, raises to 5% for two, 6% for three and 7% for four. Both Claw Traps and active drone zones will contribute to this, and the Killer does not need to inspect their scanner to gain the benefits. This will reward the Killer for efficiently using their Power to keep tabs on their prey.
My first issue is this - Essentially she gets a buff if someone is either within the range of a drone currently scanning or is wearing a tracker? On its own I find that to be fine but in conjunction with the following I find that this is actually going to cause 3 genning to become worse on this killer and not solve anything.
Second, vaulting a pallet with a Claw Trap will cause that pallet to break, destroying the Claw Trap in the process. This was previously part of the common Ultrasonic Trap Speaker Add-on. With this change, being chased with a Claw Trap attached becomes a lot more dangerous.
Because of this change - If you do not preemptively remove the trap by throwing a pallet down and fast vaulting it early to remove the trap without even being in chase you are either actively killing your teammates or yourself if you end up in a chase with her. I wouldn't have an issue with this if it were not for the final addition.
Second, drones will enter an unhackable state whenever a Survivor with a Claw Trap is near. This will prevent a single Survivor from running around and disabling every drone, meaning the Killer will always have some combination of four Claw Traps or drones available to them. Combined with the changes to Claw Traps mentioned above, The Skull Merchant will always get value out of her ability whether it’s through deployed drones or traps.
I'll just say it - This is a good dynamic of survivors that keeps one survivor always occupied - Now with more limited options it makes the survivor have to preemptively drop pallets and fast vault them to remove the traps or accept that Merchant has free movement speed constantly to patrol and end chases quicker. I feel overall these three changes in combination with each other will make three gen'ing much worse. Because now if a survivor cannot disable drones every single survivor will either risk being exposed or go down quicker in a chase because the M1 killer will be going faster and eventually what ever pallet you fault will just break as if the killer had Dissolution.
I absolutely feel these changes will make her even more unfun to play against from a survivor perspective and not change the three gen situation. She still has nothing going for her in chase except she runs slightly quicker if survivors are trapped and now you are forced to juggle dismantling drones as survivor and in solo queue this will be even more frustrating dealing with.
Do note - I am assuming you can at any time drop a pallet and fast vault it to remove the trap.
If I'm overlooking anything feel free to correct me - I just haven't seen Merchant since the first 3 days and outside of the PTB I have zero intentions to touch her again.
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The only change I'd like to see is Circle Of Healing not stack with items. Outside of that I'm hoping for Shape / Twins buffs / reworks.
I'd like an incentive to actually use other boons and I'll be honest having a consistent range hurts the other boons that isn't CoH.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368529#Comment_3368529
The last four killers released have been anti-loop (Dredge, Wesker, Knight, Skull Merchant to a lesser extent). Dredge and Wesker have really good anti-loop. Tbh Knight does as well with his recent buffs. So it’s a lie that BHVR hasn’t been releasing killers that do well in chase.
It's not a lie it's your interpretation of what I said when I didn't even use the word anti-loop. Although ultimately as I mentioned it's a mix of is the killer good in chase and is the killer fun for both sides. Does anti-loop necessarily mean good in chase? Up for you to decide ultimately. But Dredge while they force survivors to hold W doesn't particularly strike me as a killer that can end chases quick if they're skilled enough outside of the basic knowledge of killer. Wesker however is all in the players hands and is a very flexible killer.
You can argue Knight and Merch are great at anti-loop but ultimately they have nothing that ends chases quicker aside from zoning a survivor with their power. They're not great in chase and require too much set up to do so. The only power they have is making survivors hold W to the next tile and usually when they use their power it uses too much time. Although Merchant suffers far less from this than Knight.
To shorten my view of them - When I go against a chase with the 4 killers we're referring to for 3 of them all I'm thinking of is "How far is the next tile and pallet"? while with Wesker I'm worried "Does Wesker land his ability on me?" which is the main difference on chase potential. I'm not at all worried about the powers of 3 of those killers I'm more concerned about my surrounding resources. It's not the same case with Wesker.
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@Firellius said:
Boons should have individual parameters. Dark Theory and Exponential should have longer ranges, Circle of Healing should have a shorter range. Boon time can be adjusted too.
But just flat nerfing boons as a whole because someone healed once will just dumpster the entire concept.
I agree that each boon should have individual ranges and I imagine it's a set range specifically because bhvr wants consistency with that blue aura effect that is around the actual totem proximity. They probably don't know how to handle one totem being 32m and one 24m for example so it's easier to just have one set range so that you only need to worry about the outer edge proximity of one boon.
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368996#Comment_3368996
Breaking pallets with a power already doesnt feel unique. Billy, Bubba, Demo, Blight, Wesker (Addon) and Knight. Im not even sure that i listed every killer bc its so common.
I agree - But not every killer needs to do it. Vaulting should be for agile killers and breaking should be for more brute force killers if anything.
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Would prefer a vault if anything because not everything needs to destroy pallets and quite honestly if everything destroys pallets it doesn't feel special or unique to the killer. Would also prefer an easy to control ability not being able to force pre pallet drops because now you can't block a Pig pathing safely with a pallet. If the ability was harder to land or control sure but it's one of the easier utilities a killer has in the game.
I'm all for buffing Pig but not with breaking pallets with power. Would prefer a common sense rework of the RBT's to make them more viable late game without the need for addons.
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The issue is BHVR not making killers that are good in chase. Wesker was probably a prime example of what "mostly" every side enjoys. Strong in chase and active around the map but not oppressive and reliant on a 3 gen. Both sides have options for this killer and you know not every game is going to be the same thing. With Knight and Merch their power and strength is defending areas which narrows every game to knowing you're either going to roll them or the game is going to last 15+ minutes. Realistically the most fun part of the game is the chase.
If survivors are worried about a 3 gen now because two new killers back to back do the same thing don't be surprised when everyone brings toolboxes to burn through gens to prevent that creating a cycle where people not playing these killers get affected and complain about gen rushing. People are going to bring boxes to avoid a 15 minute game with these killers but because of that it will affect killers who don't do 15 minute games.
What are killers supposed to do? Play killers who are fun in chase and actually can use a power in chase. Ultimately though it's not a player problem it's a design problem on BHVR's behalf.
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Nothing is stopping me from escaping against Merch I'd just rather have a more engaging game than try to provoke the killer to leave the 3 gen strat to actually chase me to not have a 30 minute game. The only thing keeping me in that game is how much I value my time at that moment and spite.
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@Veroles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366820#Comment_3366820
Absolutely, this killer has to do with coordination. And what does solo queue hate? coordination. So this killer is more or less a solo queue stomper in right hands but a bad joke against an average/ good swf in "most cases" because they simply kite the killer between all 3 gens and repair step by step so every gen get progress slowly. But when people start to be scared and hide like chickens it's pretty much not winnable. Killer does know what people do nevertheless, so hiding does not make any sense it just harms. Pressure with presence.
Besides, have a look on what killer wants protect and try to save pallets in that area for lategame. Better take a hit and make distance instead of wasting pallets which you will need later to keep killer busy in close range to gens to give him an attractive target what is not too far away from gens.
From experience so far she doesn't even do that great in solo. Typically at most she'll get 1-2 hooks by the time 3-4 gens pop and then goes from committing to chase to ensuring they're always within arms reach of a generator. Then my teammates get bored because no one is willing to get hooked and they give up and either suicide or DC because they're bored because the merchant won't commit to a chase if it pulls them away from a gen. This is how almost every single one of my games have gone with her. The only exceptions are maps with two floors where she can place drones in nasty spots where you can't traverse without turning them off and you have to go to the opposite floor out of the way to reach. Midwich is actually quite painful to play against her.
Funny thing is she's not that great up until she gets to a multi floor map then she becomes frustrating because it feels like the entire game is just cheesing.
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@Nihlus said:
I love playing Skull Merchant. I love all the free tracking, intermittent undetectables, and occasional expose one hit downs. Like trapper and hag, she sets up an area and guards. It's just easier to set up and easy to replace drones when they go down.
These kinds of killers aren't for everyone. But I only really enjoy the M1 killers myself, so you can go play the other kinds. Not all of the 30+ killers need to be loved by 100% of the playerbase.
I'm all for diversity and I want to preface this - I'm absolutely glad and happy you enjoy the killer. I know part of my feeling is from old DBD, especially with Hillbilly in mind, but all of these killers feel like they just drag the game out and it sucks the fun out for me whether I'm playing as them or against them. It's not the players fault if the killers are designed to protect an area but that's my issue. I feel like holding down and protecting an area shouldn't be a killers greatest strength because it puts it in the hands of the survivor to go out of their way to start chase and if a killer doesn't want to commit games can last 15-20 minutes. This is why I've also grown to hate the 3 gen strat even if it's the smart thing to do.
I miss when killers were added that were meant to be chase killers or the occasional range ones. I'm not opposed to tracking killers but I really do not like when it's all centered around protecting an area. This killer and knight is reminding me why I started to become a killer main for many years. Genuinely hated playing against immobile / passive killers.
Merch does have a cool looking kit but I just cannot get into it - I need to be moving and I really wish the drones could move as well. Gives the merch more room for failure and a more interesting dynamic for survivors to avoid the drone instead of it just being a locked down area.
But yeah - You're right they're not for everyone and I'm glad BHVR is catering to everyone. But right now I'm miserable playing this game. Knight sucked a good amount of fun out of it and we get a killer with a very similar playstyle released directly after. I wouldn't mind too much if they weren't back to back.
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@GannTM said:
I am not even joking, trying to get her adept and be done with this torture but good god this killer actually almost caused me to fall asleep on my keyboard. So I have advice for anyone that is struggling to sleep at night: just log on to DBD and play Skull Merchant (Dull Merchant is more fitting), you'll fall asleep in no time.
It is kind of a shame this killer turned out like this though. Wesker was such a home run but that was the last exciting killer we have gotten. Hoping the anniversary will be better.
I admit though I'm glad we got Wesker - He's probably the most well designed killer we've gotten in a while. I was on the verge of just uninstalling the game before he released. Guess I'll be playing the waiting game for a while until they release another one like him.
But yeah - historically most people do not like the defensive killer powers because it takes away the hide and seek / chase part of the game and forces survivor to try to entice the killer to chase them instead of leaving their precious 3 gen. Granted Merch's power is a tiny bit more flexible than that I don't particularly see most people enjoying play as it or against it but I'm sure it will pick up a few people who are a fan.
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Congrats on the adept dude
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I do believe Ghostface was pretty bad in the PTB but it was one glaring issue for one character. As far as bugs it's probably the PTB for Twins. Although both of those PTB's were mostly bugs or oversights. The Tools of Torment PTB is more the foundation of the update isn't that good.
Personally I like the idea of it but execution feels incredibly disappointing. I'll see what the future holds for this chapter but it feels like it's going to be on the backburner for a while after release similar to The Twins. I actually wanted to enjoy the Twins as I felt that killer had a genuinely amazing concept - they just haven't gotten updated in a while and the only good change recently was actually a bug and got fixed which let you move a bit earlier when switching. I feel Tools of Torment is going to follow that path where we'll get a few changes based on feedback due to it being so bad but won't see any fundamental changes for a while.
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I feel for the most part Distortion is fine - Although I'm conflicted on saying getting tokens should take slightly longer since we're getting actual decent aura reading perks for killer as of recently. But it's not really a problematic perk so I feel it's fine the way it is.
I wouldn't want Distortion affecting Killer Instinct or hiding it because that's admittedly all some killers even have going for them. Some killers like Legion need it for their power to even function and without hiding KI Distortion actually works fine as a perk. It gives you info on whether aura reading perks are in the game or not which dictates how you play and if there are aura reading perks it makes things safer for you. It almost always has up time though since the charge per token is 30 seconds. It's basically one player sacrificing a perk slot to take 1/4th value out of a killer perk.
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@axonn360 said:
I honestly wasn't expecting to see the such negative reception the new killer is getting. From what I can gather a lot of it has to do with a perceived bad design, peoples expectations being way too high, and supposedly bad gameplay. Has any other killer received this type of attention in the past? I'm fairly new to the DBD community so a lot of this discourse is new to me.
Weren't expecting such bad reception? The killer looks out of place and the power is not good. Last time I recall a killer getting such bad reception was Freddy (Freddy before their entire power got reworked) for having a terrible power, Ghostface for being weak and Trickster for being out of place. I admit I felt most of those were justified minus Trickster. I actually felt they did a great job representing a killer who silently blends in within plain site. At least all of those killers had something going for them though.
The killer we're getting has nothing going for them which is concerning because their art team usually hits it out of the park. However given everything we know, the leaks and now the behind the scenes this feels like it was originally a licensed chapter for the movie Prey (Predator Franchise) and the licensed got pulled at the last minute. The mori is a kill from the movie, the survivors looks like the siblings in Prey with some changes just like how when Quentin was released with Nightmare On Elm Street DLC they changed his face just enough to not have to worry about him resembling Quentin's actor. I wouldn't be surprised if the drones were only a fraction of a full power for Predator which is why it feels so lackluster. Even how Merch holds their weapon looks like how Predator's hand would be holding it from prior games even with the subtle finger twitching. Of course I can only say that's speculation but it's hard to believe anything else is the reason for this DLC.
At least the maps are pretty cool but I see no reason to buy the chapter. Not so great perks overall between 3 entire characters, terrible killer and not so interesting survivors. If we're getting a last minute killer due to leaks I would be very sad. If this is genuinely just a fumble from BHVR then okay it happens but it would be sad to think the game is suffering just over leaks.
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Normally by the time you got to another pallet that was dropped the cooldown was already reset. The only thing this will change is if you're following a killer as they chase someone and the killer isn't breaking every pallet. Otherwise it will have zero impact to be quite honest. If anything it's a killer buff because survivors will follow the killer who is in a chase with another person to try and get a niche use out of this perk.
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As much as I want to say yes - She's much taller than any of the notable enemies in the franchise.
Here's a random image
How do you get her to fit through doors / windows? What would her power even be? Even in RE8 (Village) in the playable gamemode she's more of a brawler character. Also I would say I already know the image isn't fully accurate - But in regards to comparison it's pretty accurate demonstrating how bigger she is compared to Nemesis who is already quite big in DBD.
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He's better at cutting people off with his power now but overall he feels about the same in every other regard. Although I will say it feels a lot better using his power in chase. Still feels like you constantly need to corner people on edges of the map though. I get how to use his power but I don't know what perks to run on him that don't involve gen defense. I know he's good at turtling and protecting an area but I don't really want to play him like that. Although if that's all he's ultimately good at I'll probably drop him.
Definitely an improvement but I feel like as much as I love the design ultimately this killer isn't for me. Would love to see someone who has mastered this killer play them though.
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I was actually so confused when I played this map - I saw just a random tiny obstacle behind main that looked like two halfs of a Z wall put together with a pallet in between them. Didn't realize how much they scrunched main up against the edge of the map until I saw this.
Don't know whether it's better or worse overall now but admittedly it feels just about the same so far.
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Focusing a single survivor at any cost - even if it will cost you the game. Ignoring every opportunity even if easier to obtain to focus a survivor.
That's what I view as tunneling but admittedly I rarely see that actually occur. It may sound contradictive but I don't consider double hooking someone tunneling if it's an easier option. Mostly when it's in the realm of throwing the game or you blatantly didn't need to focus that one survivor.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324894#Comment_3324894
Do you really need a noose on an Icon enjoy this game?
Or, which is more likely, do you really need to complain for the sake of complaining?
It's the implication that the game is being watered down for a certain demographic that should probably be focusing on their mental health over playing a dark and graphic game rather than an image change. If the reason is to prevent suicidal thoughts their message likely won't reach the intended people aside from forum regulars if they are silent about the reason outside of the forums. If they are silent it was honestly a pointless change.
Personally - I like the new icon but having experienced the topic pretty severely on both spectrums being going through it personally and losing a friend to it. I'm going to hope that during the update they give a subtle nudge towards help sites if that's their reason. Call me skeptical but it just seems like the change is more censorship due to differing policies in another country. If they leave a footnote in the update mentioning why the icon change and nudge those who need it toward help sites or even the help site Peanits mentioned I'll buy it. Silently changing the icon though just feels like sweeping the now named topic under the rug.
To clarify - I have no issue atm. I would definitely take issue if this is more of a silent change.
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Eruption is great - it actually forces me to not play the game so I don't procrastinate on actual important things I need to do.
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I feel they didn't nerf Eruption because BHVR wants to gauge how people use the "I am being chased" UI widget they're adding and seeing if it becomes necessary to nerf the perk.
To be honest though while I'm assuming that's their reasoning I still feel the perk should have been scaled back a bit.
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Nurse is still strong and don't need these perks - If anything more perks can actually be rebalanced without worrying about power creeping Nurse.
Warranted and deserved nerf and honestly more than fair - Could have been much worse and still been fine.
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I wouldn't really enjoy DBD if it's F2P I already have big issues with the game as it is. Almost every session I play I run into blatant cheaters and it feels like there's no checks in sight to stop it. Ran into a crew speedhacking this morning but somehow I killed them because they got cocky and didn't know how to deal with Blood Warden and than Galaxy Brained and tried to accuse me of camping.
I genuinely can't imagine DBD going F2P and the damage that would do to this game. It's already painful enough questioning the legitimacy of players as it is with how common cheating and even subtle cheating is. I don't wanna deal with that in F2P droves.
I don't agree that this game is Pay To Win - The thing is this game originally didn't even have the option to unlock the stuff for free - You had to pay for everything even original content. The honest answer is pay up it's not that much money in comparison to what you get. You want stuff for free that normally cost money that everyone pays for? Grind for it - It's honestly pretty fair compared to a lot of other games.
Realistically as much as I give BHVR flak I get why they have their monetization methods. You gotta pay people to keep working on the game, to keep the dedicated servers up and running and to pay for licenses. If you want to get anything free at all it should come at a compromise to keep the playercount up and keep you in game.
Regarding actually unlocking perks and needing to grind for those once you unlock or buy a killer. I'll just say it - People who pay should instantly unlock all the tier 1 perks on all characters. We all keep the game running and we're going to experiment with builds the most - if we pay we should be able to play right away. Call that pay2win if you want I call it investing in a game I spend hours on and plan to play long term. I'm not ignorant that if I don't pay money the updates slow down - I just won't support certain things but DLC specifically is not one I won't support.
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I feel the only thing I'd change with Boons is I wouldn't let it stack with items but overall I feel that's an issue unrelated to CoH with how strong items are. Personally when I play killer I'm fine with one CoH existing because it means a survivor typically will run out of their way to go to this area and I always know where they're at. It only really gets out of control when they're able to full heal in like 12 seconds because either a medkit or something else and then I'm forced to go out of my way to stomp it and tunnel the perk holder. I do feel the perk is a bit strong when there are multiple boons but that's also a huge time investment from the whole time to do this.
If anything to me CoH in its current state is beneficial to me. Yeah a survivor may go to it to heal but I know exactly when it will happen usually and I can take advantage of a survivor mispositioning to heal.
I've actually started running Shattered Hope also and I'll intentionally leave a CoH if it's in a dangerous or out of the way position on the map but I'll destroy ones near objectives I won't be able to defend. I know that's not really a solution to your problem with the perk but that's just my viewpoint on it as a killer.
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I didn't even notice it but that's cool. Was this feature present from the start of the tome?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302379#Comment_3302379
But those are all addressing symptoms, not actual reasons that players are doing those things in the first place. I alluded to this in an earlier post, but unless a player has made up a reason to care about a win, there's no reason for them to care about losses in DbD. It's the result of the hyper-casual nature the devs insist on. Nothing matters in terms of wins or losses and nothing is tracked. Players are going to treat it casually as a result. They're not going to drop rank. They're not going to make GM or Top 500 if they win. So what's the point in sticking with something they're not having fun in? Why play at all if the fun is inconsistent for them and they're severely punished for leaving or held in game?
Maps need to be addressed, of course. But they don't seem to have the bandwidth or ability to do it. They're actually getting worse at it somehow (see Garden of Joy and Shattered Square).
Otherwise, I think it's a case of players thinking they want one thing but not realizing they have to take a lot of bad with it. Players think they want a more casual game. Well, you take broken builds and rampant disconnects with that. Every unranked mode in every multiplayer game is a d/c fiesta. Do players d/c in OW ranked? Of course. But it's at maybe a 10% rate comparatively.
Dead By Daylight has such a diverse set of content that I don't believe BHVR could ever resolve all of them anytime soon even if they dedicated time to it fully but I wouldn't know how they handle things internally. I know there are a few key issues that blatantly cause disconnects but myself and I'm sure a lot of others are on the boat of yeah we can solve those but could we just give a friendly nudge towards players to not disconnect unless there's an absolute good reason to?
I hate admitting it but sometimes disconnect is also the better option. Let's say you're in a match and there's a Nurse rolling with Starstruck and Nurse is just slugging everyone. You could bleedout for four minutes or you could just disconnect and eat the first 5 penalty of the day and just go to the menu where you could actually do something more productive like maybe changing your loadouts or managing the battlepass. In that case the obvious thing is to address Nurse. Although I just feel we have such petty disconnects that could also be avoided.
I fully agree - BHVR has tailored this game to be casual and ultimately there's no reason to stick around if you're not having fun. The disconnect penalty is very lenient and granted I feel it's fine how it is now I just feel there should be other things built around it to discourage disconnects. I've been here since 2016 I've watched the game transform - especially with how they handle ranks and that feels like part of the problem is not every part of the game is evolving at an equal pace. Admittedly part of the issue is they backburner blatant problems the game has and it takes even years to address some small things that seem to bottleneck bigger issues the game has. I just want to enjoy DBD again without my games being ruined.
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@Lanz said:
Here's my late experience as a solo Q for the last months.
Random match starts, one survivor goes down, gets hooked, tries to kill himself on the hook for good measure and dies quicker than a lemming.
Next step, 90% of the time, one second survivor either gets caught and kills himself or just straight up DC's.
And last step, the 2 survivors left just wander around trying to fix a gen in vain or they try to stall the game and do a hatch play hoping his teammate gets caught first.
I don't mind people who DCs when they get tunneled at 5 gens or when the game's over. It's irritating but excusable. But why on earth would you DC when the match just started. What the hell's wrong with you people.
Devs really need to look into games situations like this and they have to do something.
Right now those who kill themselves on the hook early game just because they're mad are not punished at all.
They screw the game for survivors, make it easier for the killer and they can just move on unpunished.
Sorry for the rant.
I've always thought about how BHVR could address instant DC's and hook suiciding and I just don't see punishing players as an option because they'll still do it unless the punishment is literally a game ban for a single DC.
For hook suicides I know I'm likely going to be a minority but survivors shouldn't be able to go to stage 2 on their first hook no matter what - There I said it. You will prevent people from trying to instantly suicide at the start of the game that way and it discourages immediate camping from the killer.
The way I'd personally stop Disconnects is on the leave game button it disallows you to press "Leave Game" for 10 seconds and then the button becomes available kind of like a cooldown for opening the menu. I feel a lot of disconnects are impulsive and if players had a moment to rethink or if things had more time to play out in game there would be less disconnects. Realistically someone is going to argue that someone will just pull their internet or ALT + F4 their game. I would argue that it would take longer to do that and no one is going to continue to go through that pattern for very long. An exit game cooldown on the actual button when the menu pops up would be long enough to dissuade people but short enough to where the alternatives are just annoying.
Although being honest the most common reason I see people DC'ing is because of map offerings. I would absolutely remove map offerings from this game. They ruin the quality of matches by existing.
If you really think of it the most common reason people use map offerings is to try really stupid cancerous builds.
Badham Preschool with killer shack basement offering? Probably a team using boil over to prevent hooks in school basement.
Gideon Meat Plant? Probably someone using a pallet destroy build
Dead Dawg? Probably a killer wanting an easy 4k.
Yeah sometimes I want to play a certain map but the cons outweigh the pros for map offerings. I've never seen someone actually say they like map offerings more than they have a bad experience with them.
Edit - Actually regarding what I mentioned I agree with what Sonzaishinai said. Just in general self unhooks should probably not be a think unless it's guaranteed with a perk. Completely solves a lot of older issues the game has.
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Sadako is strong if you use the kill strat but every time I've played against a good Sadako attempting the kill strats the game even if everyone survives dragged out to a near 30 minutes. I find most of the kills she gets is eventually people get bored of being in the same match as her and just giving up.
I feel Sadako's real strength is her power allows her to heavily abuse gen kick and regression builds. If you play her perkless compared to many other kills she will likely get stomped on.
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@versacefeng said:
Am I the only one who has never seen a survivor use the house against anyone?
I admittedly avoid the god windows as survivor as I feel guilty using them but I'm a killer main. So likely you may have just seen me die like an idiot for refusing to use them like everyone else.
Although realistically I'm surprised you've never seen anyone use them.
