Dustin
Dustin
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That video is pretty good but admittedly makes me a bit sad. Makes me miss Hillbilly. Haven't enjoyed DBD as much since he was nerfed and only recently have I enjoyed new killers adding give that rush that was felt versing a good Billy. I remember the big patch before the nerf they changed a few animations and I thought why would they change this and then the rest of the FOV changes happened with nerfs.
Aside from the instadown addon combo I can't think of a single person who thought Hillbilly needed a nerf that actually took time to play the game.
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Lethal Pursuer is fine dude - It's an aura reading perk that encourages more aura reading perks. If at any point you feel it's an issue it's probably more so an issue with the killer such as Nurse or even Blight.
If you find this perk to be problematic you probably just need to pay attention the first 30 seconds of the round more.
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@TheSubstitute said:
Other than bodyblocking and Doctor how does a Killer hold the game hostage? I'm curious since, although the situation would suck, just stay on a gen and keep going back to the gen. You'll either bleed out or the gen will get finished. Is it hacks to keep the game going after EGC?
Back when matchmaking was a bit goofier sometimes I'd get newer players who couldn't pressure generators or were in a case where it was impossible due to killer perks. If you dwindle a team down to two survivors unless they're willing to be gen grabbed and picked up and slugged until they bleed out there's no way for a survivor to really do anything if the generators are close enough. Granted the only way to truly hold the game hostage is forcing survivors to constantly miss skillchecks and picking them up so they don't bleed out. It takes a lot of effort on the killers part just to do this.
Holding gens hostage when there are 4 survivors though I'd have to see it to believe it.
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Sorry you have to go through that harassment. Best you can do is report their steam profile / comment if they are leaving hateful comments on your profile. At least take pride in the fact that you're living rent free in their head. Granted I feel sorry for them as that sounds like an awful daily routine to have.
Back when the game didn't have a report feature and was P2P I'd often get death threats or people telling me to neck myself because they faced no possible punishment. Yeah I played Nurse but that still gives no right for that type of language. If someone wants to talk smack about the game itself okay sure I can game. Making it personal like that is never cool.
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Is this a 3 gen thing? If it's really insufferable just eat the DC penalty and move on. Most of the time as much as people argue DC bad if the killer somehow has the advantage to hold 3 gens and you somehow can't progress and they have an opportunity to kill you and doesn't take it then just move on. Alternatively just AFK.
This is assuming you and your team (that's left) realistically are being prevented from doing objectives but the killer won't take you out of the game. I've never been in that situation unless my teammates are not trying but realistically that would be all you could do unless you just AFK it out due to boredom.
If you're being body blocked in a corner for example it's the same situation unless teammates can start EGC to kill you. We can all say report the killer but they shouldn't be able to do either in the first place. I believe both are reportable if it's genuinely a hostage situation where DC'ing is the only clear option for the survivor. In regards to a nasty 3 gen that's just a long match then no.
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Didn't DBD tone down their skill based MM'ing / MMR system due to long queue times? Realistically though is matchmaking really the issue with how games go? Sometimes I have potato teammates but normally I'm placed with players who on paper should be equaled skill to me. Most of the time my bad games are from people getting tunnel vision on battlepass achievements who are willing to ruin the game for everyone else to get them. Overall though DBD actually has pretty decent (Not great) matchmaking compared to a lot of other games. At least from experience. Most of my negative experiences the past 2 years can be boiled down to achievements and battlepass stuff or FOMO related nonsense but that's not a player issue.
For the above mentioned games it's honestly the same with Apex for example - On occasion you'll get someone (Granted much more rare) throwing a game just over battlepass points.
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I'll give them extra chances but generally kill as I don't want to give new players the impression they're going to get a handout every single game starting out - When they're more experienced they'll understand better what the norm is for when killers spare survivors. It shouldn't be expected and build that expectation or entitlement.
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I actually like it - Last year I didn't like that the event felt very one sided with what you could do. Glad that all the feedback was taken into account and now both sides can use snowmen. That change wasn't expected but it's a much welcome change. To be honest in some way I wouldn't be against some sort of power with how killers can use snowmen in the future. Kind of interesting overall tbh.
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I get seeing a killer all the time can make him feel boring and to some degree I agree - Personally it had probably been a good year or so since I had as much fun as survivor since Wesker was added. I wish they'd design more killers like him - he's strong without addons and fun and interactive.
Realistically before Wesker I feel the last killer I enjoyed versing when they were new was Blight and before that Deathslinger and before that Oni and Ghostface. Just in general I would love more killers that are a bit more engaging so we could actually get more variety in picks. A lot of their killer designs lately is mostly hold W to get to next tile which sucks the fun out of playing survivor for me personally.
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What do you do when killer tunnel a teammate out at 4-5 gen?
Continue playing normally and hope my team was doing something productive during this time. Although admittedly the unfortunate thing is altruism is a team killer and when this occurs it's usually because rapid hook trading for what ever reason. That or the survivor who got hooked that early sees no generators finished and suicides on hook.
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I feel like Knight's issue is there are a lot of poor design decisions not that he's weak. I do agree with most of what you said but my personal issue is in the grand scheme of things bad in the general 4v1 scenario as most M1 killers are but he's kind of oppressive in certain tiles. You pretty much depend on tiles being chained together as there's no way to consistently loop him which I'll be honest. I feel like any killer who can ignore pallets shouldn't exist - right now the only one who really ignores pallets is Nurse. I'm not saying Knight is Nurse level strong because in no way they are. I just find it silly that his guards phase through pallets essentially allowing him to "eventually" get a guaranteed hit by just holding W sandwiching the survivor because he forced the survivor to run out of the tile in one of the laziest ways possible.
I genuinely want to hear a survivor tell me they enjoy playing against The Knight. I'm sure many including myself to an extent enjoy playing them. However (and maybe I've missed it) but I've yet to read anyone say they enjoy versing them. To some degree I mostly take issue with the fun factor with the killer more than how strong they are. They are definitely not weak / low tier they have way too much utility to be as weak as a lot of people have been preaching. I'd essentially place him high C / Low B if we're going off of that kind of tier list. Contrary to a lot of views that isn't terrible.
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I love the concept and design but I've found the most effective way to play him is literally to drop a guard either at a pallet as it's being dropped if they pre-drop or just by dropping it in the middle of the tile when the survivor is cornered. His "hold W" game is strong but he's not really good at anything else. It's even stupidly effective to just drop a knight on the ground as soon as you hook someone because it gives you an early notification that someone is getting saved and by the time it goes off CD you can just use it again when you'd actually need it.
I just want him to be good at setting up patrols that playstyle to me sounds more exciting than just plopping down guards to cheese survivor health states. I feel he won't even be good at that because the pathing is so bad on the guards.
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I want his patrols to be strong to add to the excitement of dodging multiple enemies kind of like that feeling when Ghostface was added. Unfortunately he's bad at creating patrols and good at dropping his guards at tiles to push people. Should be the opposite way around to be honest.
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Our pets have never caused me to make mistakes in DBD but I am not afraid to just drop chase as killer and pet my dog or cat.
Left to right - Jasmine, Ellie, Babykam
Jasmine will actually just sit next to me while I'm on the computer and poke at me occasionally. Ellie looks for Babykam to pester her.
This picture is roughly from 2021 or so but it tends to be the best representation of them. The most intrusive thing any of them does is either Ellie or Babykam will try to stick their head into my coat pockets. I feel Ellie considering she is new to the home and is a rescue may have picked the habit up seeing Babykam do it once.
Meanwhile - Playing DBD be like
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I personally feel that instead of including cosmetics no one will likely use each chapter small amount of Auric Cells should be included with each chapter and should be retroactive with older chapters.
Essentially - Each chapter should include 200 auric cells give or take.
That would be as an alternative to developing extra cosmetics that may be unwanted the auric cells would essentially let you choose any "extras" you want.
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A tropical island map with a volcano affecting the map sounds cool.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3264344#Comment_3264344
in-game report is required yes, as stated in the information we have on this forum here: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
Do you ever plan to have a chat report for pre-game? I've seen instances where someone just says toxic / inappropriate stuff and leaves before the game starts but there is no way to report them. I get people will say get thicker skin etc which quite honestly it doesn't bother me on a personal level but I'd rather not share a game with someone who is encouraging people to commit suicide irl or alternatively advertise shady websites in chat and disconnect.
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@[Deleted User] said:
from a survivor pov he is obnoxious af and i feel like i cant really do anything to stop him from eventually downing me
from a killer pov he feels really frustrating to play and downing survivors can take a while
The addons I typically use the most are the ones that increase movement speed while the knives are out as it helps me mind game at loops a bit more - Fortunately my favorite addons for him is yellow / brown. (Caged Heart Shoes / Killing Part Chords)
Maybe it's a placebo effect but those addons tend to feel the most impactful for me. Prior I always felt like I was struggling to get hits around corners. Being honest though I'd be fine if maybe the addons got nerfed and the majority of the values were merged with Trickster but maybe they really are impactful - I don't play him a large amount to know the impact the addons really have compared to other ones.
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He can be good with the right set up and can definitely take advantage of poor positioning from survivors. Overall though his power is pretty mid overall. Definitely a fun killer though.
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Pretty interesting that outside of tips DBD mobile actually tells you other people are still loading in.
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Garden of Joy
Caught on literally any random object and tile spawns can be too much to deal with or too barren. The center house is okay but needs more windows blocked off at random. The surrounding areas should have some adjustments to how they can spawn.
Swamp just for being swamp.
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There's too many stupid cosmetic that have zero context other than to be quirky or suggestive but I don't see it as an issue per se. Other than that the cosmetic diversity is the real issue although I get you can't sell an outfit of Jeff in nothing but a G-String as opposed to Meg wearing the 50th cute outfit in her arsenal.
I don't want to see Jeff in a G-string personally I just woke up and cannot think of a proper example. The point I was trying to make is there is a large pool of survivors in this game that have super unique cosmetics that pop out compared to like Meg, Feng, Kate, etc.
For certain killers I actually can get the sex appeal in a roleplay sense but that's usually a lot of people looking past the actual character wearing it. Obviously for Deathslinger there's the whole Cowboy thing and with Ghostface it's more of the anonymous character wearing full leather which is a kink for some people. For characters like Artist, Nurse, Spirit I honestly don't get it but I know there are niche kinks people have that give those characters sex appeal to them.
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I will stare at him while he is in the wide open nothing remotely near to hide around he'll be in the middle of my screen and it just wont break him out
I've found that sometimes I can't reveal him but also I reveal him at random sometimes even while staring directly at a wall without realizing he is there. He's definitely still broken it's just less frequent now but I have no idea what causes it. I've had instances where I've been hooked and revealed him directly through Thomson's House while he was on the other side. There was a doorway in my line of sight but I had no vision of Ghostface. This happened a few months ago but still a funny moment that's hard to forget.
my ping is always 30-35 it's low and it still wont ever allow me to break him out its so bad to the point where Im just gonna give up every time
As far as I know the ping only affects the leaning Ghostface can do around corners to stalk. Someone who is more prevalent on Ghostface can correct me though.
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There's nothing wrong with tunneling or hitting on hook to be honest. Although I'd agree there are some obvious things BHVR could change which I still don't fathom why they haven't done so yet.
Survivors being boxed in by another survivor or killer and perma trapped? Make AFK crows remove their collision so they can slowly phase through other players
Bubba or other killers camping hook? Make their power deplete if they don't participate in chases for prolonged periods as they are chase killers
Getting dodged in lobby? Add the ability to hide your prestige like PC can hide names or just make it hidden by default - Just do something
Survivors not able to coordinate with other random survivors? Show survivors every perk being used in the lobby by other survivors and show in game prompts when they proc
People keep dodging lobbies when the game starts? Remove map offerings - Seriously these things are 90% of why my games never load and I don't blame people - Map offerings ruin the quality of the game - I don't care if someone wants to do a one off game just to try a very oddly specific build or to make their battlepass challenges easier
Overall your teammates playing like idiots? Redesign the battlepass so people don't get tunnel vision on completing a very oddly specific thing while screwing over your team. Survivors should have the ability to select multiple challenges and do them at once as they can't split their resources and time like killers can for their objectives.
I just listed every single consistent complaint on the forum. Waiting for arguments on why these things aren't addressed yet. Especially the body blocking issue. Imagine if that was addressed it would actually reduce the amount of necessary reports and players would quit asking "IS THIS OKAY" on the forums because the body blocking rule is so vague and broad and changes on a case by case basis. Fix it so people quit needing to ask.
Toxicity isn't rampant in this game BHVR just doesn't address things that are quite obvious from a normal player standpoint quick enough and it leads to frustrating games.
Personally though - On a positive note and it's okay if you don't agree. I actually really enjoyed the last balance patch we received. It's definitely brought a lot of new and awesome builds into the game. It's just a lot of issues that are still not addressed or newly surfacing issues aren't being addressed.
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Being honest the only thing I'd change about him is removing killer instinct when a survivor uses first aid spray. Other than that his power is perfectly fine.
Give Wesker a few months and his killrate won't be so high. The reason it's so high is everyone is picking him because he's one of the most fun killers added to the game so naturally kill rates will be lower on other killers as people practice / main Wesker at the moment. There's that and survivors are still adjusting to his power as well.
The only reason I'd remove killer instinct from his kit is because he doesn't need it and it encourages tunneling off hook. Most of the time when he takes advantage of it Wesker players usually go right for a survivor that just got off the hook. I've rarely seen a Wesker go for a survivor that wasn't just hooked and only vaccined after being thrown and managed to break chase. After all why would a Wesker for example go for a survivor who is likely fully healed and no longer infected? Seems redundant.
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The battlepass is the only thing that kills the game because progressively more and more people are just fine with throwing the game to complete their challenges because you are locked into doing ONLY ONE ARBITRARY THING per game for the battlepass and people want their items.
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3219082#Comment_3219082
I’ll refer you to me earlier post on this thread 😄
At this point I believe that's probably the most requested thematic thing for Nemesis. I know it won't happen but I still want it.
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This should be a thing but it should give a new base power and use up both addon slots.
Also regarding question
Nemesis - Give addon that gives him a rocket launcher in some capacity with limited ammo that replaces zombies. To use it he has to walk to the weapon crate holding it on the map and equip it.
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To make the Dream World more threatening I would make Freddy more of a threat outside of the dream world.
- Freddy always has Snares + Dream Pallets without addons
- Snares can be used outside of dream world
- Snares speed up timer to Fall Asleep if stepped on while awake
- Snares slow down the survivor if stepped on while asleep
- Dream Pallets are only usable in Dream World but always available
- Dream Snares and Dream Pallets share charges so Freddy has to manage resources better
- Freddy's Dream Snare has an alternative Fire similar to how Dredge has an alt fire for Locker teleport - This let's him swipe to create a wave of blood similar to Pyramid Head's skillshot but it slows survivors who are asleep and doesn't affect awake survivors.
But to tl;dr
He needs to be more of a threat outside of the dream world
Being in the dream world needs to give survivors a sense of urgency to wake up - also - No reducing his teleport cooldown is not a reason to wake up. If he's constantly teleporting he's not getting anything done and it could honestly just be a flat 60 seconds teleport CD and it wouldn't change anything.
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Wesker has a little bit of everything + he's an iconic character from a popular franchise. The thing Wesker gives you the feeling of is you are in control of his power, it's satisfying to use and it's useful in a lot of situations but not overbearing.
Most of the prior killers released as mean as it is to say - are boring or unfun. Personally I genuinely hate Artist because I get headaches listening to the characters sounds - Not an exaggeration. Every other killer is undertuned in some way but with certain addons become strong but unfun to play against.
I haven't had as much fun in DBD as killer since Blight released. Wesker is genuinely one of the best designed killers BHVR has released in a while and sets the bar really high to the point where I feel like it's going to be another 2 years before we see something like it if they continue adding content that long.
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You tell me Wesker doesn't fit in the game yet we have stupid outfits for survivors and killers alike and some other original and licensed killers exist in the game.
I remember the stupid argument that Trickster doesn't fit in the game while overlooking his backstory and lore. What just because Trickster isn't fat and disgusting like Clown he isn't allowed to be in the game?
Same goes for Wesker - Fits just as much as any other killer in the game.
That being said - Was never against the addition of abnormal content and I'm all for Springtrap even though I doubt it happens mostly because the person you'd have to negotiate with to get the license rather than the content itself.
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I feel on its own its a good change and it's necessary to improve the game. I also agree with the change that if all 4 survivors go down the game ends. This creates an opt out situation which some may think it's unfair but if a player isn't recovering and just wants the game to end do you really want to continue playing with an early handicap?
As for the actual pickup - I feel the change is fine but I strongly feel it should also scale with hooks. Discourage slugging early on but it should be more powerful as the game goes on and survivors accumulate more hooks. Without that though I do feel on paper some of the perks are overtuned but at least the changes aren't live yet so we'll see.
No Mither is still garbage though lol
The main takeaway from this - BHVR is taking a huge step and adding a base game mechanic where a perk isn't solving a game issue. This on its own is great and they should keep taking this approach for other perks that should be basekit or partially turned basekit.
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BHVR should adjust specific killers powers who are prone to camping based on whether or not they are choosing to participate in a chase or not. It should not be based on hook distance because that's an arbitrary number that can be played around. Camp penalty if you're within 8 meters? Just go 9 meters. This was the issue with old Borrowed Time and the Terror Radius until BHVR just made it work all the time.
Killer powers that are prone to camping should slowly lose its charge if you don't participate in chase - Starting off with Bubba. Bubba is ultimately a chase killer and as such should be treated like one. Don't make a stupid game mechanic that affects all killers just because a few problematic ones. The emblem penalty was a stupid idea and ultimately doesn't do anything - We shouldn't add to something that failed miserably. We also shouldn't add game mechanics that encourage cheese mechanics. Remember old Deep Wounds? Yeah that resulted in Moon Walking Legion.
Rework the perks and killers specifically to address the issue - Do not bandaid the problem by making a change that affects everyone the game - It should be a case by case basis where the goal is the same but the change is different.
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I feel like the perks that help pick yourself up should be toned down and that the hook states should effect recovery times but overall I feel this is an incredibly good change for the game. If anything Unbreakable and Exponential should have numbers swapped because iirc Unbreakable was the stronger of the two. The Boon totem requires more setup so I feel that should be the stronger of the two.
Ultimately though here's what I don't understand - Everyone complains about perks are being used to fix the game all the time. This change is literally the opposite of that where we make a perk into basekit because it's a sensible mechanic to do so. I do agree that if the numbers aren't fine tuned this will harm the game long term because I do see slugging as a necessary component of the game - It just needs to be less viable early on and more viable later to maintain a healthy balance for both sides imo.
Either way - That's the part I don't understand - We're no longer solving game issues with perks and people are wanting this change to not happen. I don't get it.
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This change is good because it forces killers to act to kill specific survivors rather than drag the game out. The opt out for survivors is if no one wants to continue playing just stay on the ground and the game ends once everyone is dead. I have felt slugging was an issue and I've always felt unbreakable should be basekit but to a lesser extent so this is something I feel is healthy for the game. Just the numbers will need adjustments.
Realistically though if you're in a position where the survivor is on the ground for longer than a minute you've probably been put in a position where you've lost already. However I do still feel like the recovery timer should scale with the number of hooks they have. That way slugging is discouraged at the start of the game but encouraged later on as the survivors weaken and the map gets smaller.
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The news on the anticheat is exactly what I want to see. Knowing if my reports did anything but also them outright confirming whether they were currently working on safeguards.
Excellent post and nothing to add but that's all I and many others wanted - Just tell me what you're up to in the grand scheme of things. Knowing a number of people who have been banned helps too.
I'm totally all for shaming people who get banned just like Siege but I know we won't go to that degree. That being said I can now look forward to the future a little more confidently now. Just occasional communication like that helps.
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I feel like the self pickup is fine early on but I feel like a smart decision would be having the pickup timer scale based on how many hooks you have. That way early on the game doesn't end too quickly but as the killer hooks survivors it becomes easier to slug but it's not an inevitable you will be on the ground the entire game type of thing. Just as the game goes on the killer inevitably should have more power over the survivors.
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I felt this was a necessary change but just having the option to freely do this is kind of bad - The pickup speed should be based on how many hook states you have in the very least so that slugging early on is discouraged but later in the game it's more effective. This way killers don't have less ways to pressure survivors.
Outright trying to terminate this strategy will just funnel killers to a new strategy forcibly until we either make killer unbearable trying to remove bad strategies or we get to a meta that isn't good for the game.
To tl;dr
No hooks - 45 seconds
1 Hook - 60 seconds
2 Hooks - 75 seconds
Just that concept is all
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3199553#Comment_3199553
See this is what I'm talking about, some of the purchases feel mega underwhelming compared to something either higher tiered or lower tiered. Why should One legendary have cool additions like Chase themes, lullably, voices, and then an ultimate which is an above tier has none of that.
If it's just changing the clothes it shouldn't be listed more than a purple skin if you ask me.
The big question is why would you want to buy a more expensive skin with less features? bottom line
Yep - I agree
The Hunk skin is 15 dollars while Project W (The entire chapter) was 12 dollars. I expected quite a bit more from it than what we got. A lot of people will view me as entitled but look - I paid a premium price for something BHVR advertises as top of the line changing a character to be something new. If it's something new convince me of that or price it accordingly. Right now it just feels like Frank stole an Umbrella Ops outfit which if that's the case fair but price it fairly.
We'll compare Hunk / Legion to the only character that does it right.
Every single one of Cheryl's Legendary skins are priced accordingly - Each give their own in game icon and each have their own voice acting even if screaming. So what am I going to be told that BHVR couldn't even bother to record some stunned lines or grunts at minimum for the Hunk skin for Legion?
I want iconic quotes from Hunk even if rare. I want to see my own killer icons somewhere which will have to be the lobby. I want my 15 dollars to feel like I paid the premium it's advertised as.
Look I know this isn't purely about Hunk but the bottom line is I agree - We all have our personal issues with their pricing and that's mine.
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I'll chip in for Hunk as I've purchased that - As an avid Resident Evil fan and a Dead By Daylight Enjoyer to me the Hunk skin is worth 10 dollars maybe. The outfit itself is awesome - How could you not like Hunk? But the status itself I expected just a little bit more flair especially since as a killer once I'm out of the lobby I only see the weapon which leaves me purely with audio things. I feel like I'm being reasonable when I say this skin specifically deserved a little more love.
While the Hunk skin is equipped in the lobby it should replace the Legion icon with Hunk. This would be local and purely client side but this would add A LOT to the immersion of the purchase. Hunk as crazy as it sounds is an insanely iconic and beloved character - Having him recognized as Mr. Death in the lobby with his own picture would have been awesome.
Past that - Once we get in game Hunk has a wonky run animation - Regardless on whether it looked good or not the killer can't see it so it does nothing for us. Cool addition though.
The audio effects is just Frank with a filter on top of it - They don't sound great and I'll outright say it - For 15 dollars I was expecting voice lines even if a small amount - Compare Hunk on Legion with The Chatterer on The Cenobite - Big difference.
The thing everyone expected here was custom chase music - Not only does Hunk have music in Resident Evil 2 that people instantly think of when they play through RE2 (Looming Dread) but Legion is a killer in DBD who is now known for having a large variety of chase music due to the mix tapes. The disappointment that Hunk didn't add onto this diverse set of chase music is very high and was probably the most disappointing part of this purchase.
Finally - The lobby shows Hunk using custom animations and stuff - That's awesome. This is pushing it but if none of the above things were improved I was expecting a custom Mori. I'm fine with no custom mori but at the same time without something popping out while playing as killer using this skin it just feels like an underwhelming purchase. The only time we get to truly enjoy our purchase is in the lobby. We should be able to enjoy our purchase while in game too.
Overall a disappointing purchase - I bought it because Hunk is one of my favorite Resident Evil 2 characters - He's cold, heavily objective focused and a badass. Hearing him or having some audio changes in game that were noticeable would have gave more of that feeling but that's all very lacking.
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Nah cheaters need to be dealt with - I'm tired of second guessing if it's a script kiddie or a generally good player I'm playing against.
For streamers - cheaters have an entire system of names / programs specifically for the cheaters to force theirself into the streamers game - they deal with harassment all the time. I'm tired of BHVR pretending it isn't a problem also because while yeah they get the harassment we all get the indirect bullshit where it affects us too.
I want to know how many cheaters are banned
I want to know when my reports work
I want to know my reports mattered and that me spending 15-20 minutes of my day to report someone mattered or if I'm wasting my time.
You don't gotta say how you detected X Y and Z I just want to know things are getting done - It builds community confidence and encourages us to keep reporting people - Yeah we may still do it but if I'm uncertain I'm doing jack I'm going to be bitter about it.
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Try running Sprint Burst or Distortion - I have absolutely zero issue with Lethal Pursuer and it's a common perk. I just don't immediately placee myself in a dead zone or on an unsafe gen at the start of the game and because of that I have zero issues.
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Not even for cheating but there are some things I would do
* When EGC ends the game will end automatically after 30 seconds - No Exceptions. If hackers find a way to begin EGC and end a game in less than a minute that's less annoying than having your game hostage for an hour.
* Game is balanced around 30 minute sessions at most with mechanics that ensure the game ends in 30 minutes tops
* AFK Crows grant soft collisions where players can phase through each other - This is to prevent hostage situations - Hacker or not I have no idea why BHVR doesn't do this - It's not a grave balancing issue just do it already - When a survivor is injured the soft collisions go away as if they were injured normally like usual - Having less reasons to worry about reports reduce the workload mods have anyway
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For the most part I feel Wesker's kit is almost perfect but one thing I would do is remove the killer instinct from survivors when they use a First Aid Spray. To me that's just unnecessary information that encourages tunneling on a survivor with an already strong killer.
I'd probably remove the addon that increases infection rate too but that's because I prefer direct interactions rather than passive playstyles of fire and forget.
Past that I see him as absolutely fine - Probably one of the most balanced killers they've released in a while - granted the most buggy but that seems to come with the territory when they make a good killer.
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Multiple variants of the same change for testing a lot of things at once maybe?
For example Nurse A / Nurse B - Which one feels better to play after these changes?
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/3195479#Comment_3195479
DbD has always been pretty new player unfriendly. There are guides the game provides, sure, but I don't think the casual player is gonna sit there and read a guide on how to play.
Oh I just mean the in-game tutorial. Just seeing small tooltips could be used to push players not full paragraphs.
For example The Entity suggesting you Go Hunt For Survivors after you hook someone.
I remember when I started in 2016 I just went around slugging people because I didn't even really think to hook someone my first few games. I started when The Shape was added so that's basically how I played my first 3-4 games although I picked things up pretty quick since I did research about DBD prior.
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Going to admit OTZ is one of the few big content creators that motivates me to keep trying to help new players. OTZ has always been an amazing source of information and always helpful to all skill levels of the community. I remember the last stream of his I saw (I don't watch Twitch often) on his Wesker streak attempts and he was incredibly frustrated and paranoid dealing with snipers which understandably so.
I feel a break would be good for him - Enjoy other things in life. He doesn't owe this game anything.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/3195468#Comment_3195468
The old tutorial was far worse than the current one. If I remember right, it only barely covered the basics.
Even the current one isn't really that great. It's been a second since I played it, but I don't believe it tells you about perks or anything other than "do gens, save from hook, leave" for survivor and "kill" for killer.
The first iterations of the tutorial were absolutely garbage - I remember them. I know you can't touch up on every single thing with DBD - there's too many variables in the game. However my issue with the current tutorial is it barely talks about rushed actions nor does it cover Totems. Totems are an optional objective that can vary in presence each game but I still feel that when they are present they are incredibly important to know.
I feel the most important thing is that with the things they covered the trimmed down the tutorial time by an insane amount. Both tutorials can be completed in less than 30 minutes and likely 10-15 minutes if you're a fast learner and take your time. Huge difference from the old one which was mainly from the fact that it had you fully repair several generators - it was smart making you start out at like 80% or so in the current tutorial. Gives you the basics without wasting time.
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Crazy idea but for absolutely new players and accounts why are there not in game tool tips that suggest doing certain actions? We have them for when we all play against a killer for the first time at the loading screen - Why not use them to gently push players in the right direction?
Players don't need their hands held - but at the same time just some logical common sense things that the player could be like "Of course - I knew that!" instead of just throwing them in after the tutorial which yeah is a nice start but could use refinement. Maybe for just their first 10 games and then it goes back to business as usual.
Mostly just because if that's clearly a new player they probably didn't know what to do after hooking you.
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I had to run Headon and Blast mine to get it.
Issue is if you want to win you don't throw a pallet expecting a stun. I also feel like every time I played with this challenge selected killers avoided the pallets like getting stunned with them would give them cancer. Like I'm talking 6ft rule levels of respect toward the pallet. Everyone either respects the pallet, we're winning too hard to the point where I don't enough time to get it or we get stomped before those stuns matter.
Funniest thing is the way I got it was a face camping Bubba - God bless that man. Ran enduring + spirit fury and face camped a feng to death only to change sights on me and pursued me to the ends of time to secure that 2k. I had the last laugh though thanks for the challenge buddy. Granted I feel they tunneled me next because they got tired of getting blast mined.

