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Dustin

Dustin

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  • @Chocolate_Cosmos said:

    It's so cringe and wrong. "Devs are _______ sided". No. They do changes for both sides. They are trying to balance the game.

    I wish this statement was a bannable offense honestly because I genuinely get tired of seeing these comments since 2016. It's like people don't pay attention to how the game evolves. Both sides of received a large amount of changes for the overall health of the game. Not saying your post Buily09 but I mean people claiming "BHVR is X sided" post.


    Some notable examples on both sides people tend to forget about.


    • Window / Pallet Vacuums are gone - Survivors won't just snap to these anymore - So they won't teleport a set distance last moment when you go for a swing causing you to miss because they vacuumed
    • All angle unhooks - Prior face camping was a thing and was a thing because you could only unhook from the front - Camping is still a thing but it's a very difficult thing to address without addressing base game mechanics
    • Hatch standoffs - Who ever acted first lost - This is why hatch grabs were removed and slamming the hatch shut became a thing
    • Constant perk and map rebalancing - Need I say more
    • Mori hook requirements - Prior you could just immediately mori someone on downing them - Then it was changed to 1 hook state requirement and then finally 2.
    • Hook respawning after sabo instead of being permanent


    I know for a fact anyone on the forum who has been around could list hundreds of changes but come on really - You'd have to be a liar or willfully ignorant to make the genuine claim that BHVR favors a side. DBD being an asymmetrical game makes it a delicate ecosystem and while I'd agree BHVR takes too long to make small decisions when they finally do make a decision usually it's a good one. However then there is the questionable changes to Thana / DMS/Res combo but this isn't about that.

  • As a former Nurse main I would just prefer they change Nurse instead of nerfing this perk for every other killer. Last I posted about Nurse this was pretty much why I said she needed to be changed somehow - She holds the game back for other killers.

    To clarify on "former" - I quit playing her because I felt she was unfair considering I kept getting easy 4k's with the worst case scenario being I lose 3 gens tops. Only time I struggled was with the rare 4 man SWF death squad but I've only encountered two of those since 2016. That and I just got tired of people suiciding or DC'ing against her and I get why.

    If I could make an immediate change to her it would be giving her second blink some sort of restriction such as it being a special attack. I'd honestly rework her to normalize 110 ms speed and balance her around that.

  • Perk is great but I'd still limit it sparingly to avoid griefers just letting someone sit on the hook forever.

    Alternatively as a few have said allow skillchecks so survivors can still OPT out. Just make the skill checks during this perks usage really big so you're not stuck on really tiny skillchecks if the perk is activated near the end of the hook phase on phase two. That or just give an "Opt out" of Reassurance button.

  • On one hand I actually agree to some extent - It's the same issue as the hatch.

    On the other hand - Some killer powers just immediately down - In which case I feel the solution is to first change the powers to not completely enable hook camping.

    An example of a suggestion I've mentioned - Make Bubba's power only build up charges once you engage in chases which would force Bubba to leave hook - Otherwise the power would slowly deplete its charges while camping leaving you with no power to use when a survivor eventually comes to unhook.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112862#Comment_3112862

    He probably will right?

    Would be a bit silly to hire a voice actor just for 2 lines in the trailer

    On one hand - We have The Cenobite with amazing dialogue.

    On the other hand - We have Ash who only has dialogue in the lobby.

    I know to some degree it's more likely we go the Cenobite route but this is another dream DLC for me so I want Wesker to be that ego filled Mastermind we all know and love.

  • @Sonzaishinai said:

    Him being good is nice and all

    But god i hope he has voice lines

    "You will not live to see the dawn" was so good

    If Wesker isn't even a little bit chatty I will genuinely be disappointed - It's a character with a huge ego and personality. I want to see that emulated in game. Even if it's primarily focused on the Resident Evil cast I need to hear Wesker talk. He's such an amazing character.

  • I do hope that while it is split they add more to each wing. On their own I feel it's slightly smaller than it should be but all together it's too much. Needs to be a nice in between somehow. The main issue is routing to each location - More destroyed walls and such would help open up pathways. Also get rid of that Entity Corruption #########. No other map has it so why does RPD? Honestly that's all immersion breaking for someone who loves RE.

    East Wing + Lobby + Few rooms added

    West Wing + Lobby + Few rooms added

    Would be ideal that way.

    Granted having the option to play the full original map in a custom game would be cool but I don't see it happening.

  • To be honest the main thing I've considered over the years if Nurse would get reworked is how would you normalize her as a 110 killer and keep her blinks. Otz made a video recently and I'd actually agree with putting it on a power gauge as an option - However I feel she'd need a secondary power or a much weaker version of her power before the power gauge is filled up.

    Personally a way I'd nerf the blinks specifically is add the requirement that she must blink through a wall to blink before her ability is fully ready - Basically a variant of Blight. She has to line of sight herself to use her power up until she's given full reign with a fully charged blink when the power gauge is used. Possibly just giving her heavily restricted blinks and then a secondary ability to activate her power as is for a full minute.

    Also - I've primarily played Nurse since 2016 with no addons - Most of you saying she's fine don't play her. I love Nurse but in my view she's holding the game back. We actually just got a baseline buff for all killers which was long overdue. Some killers who haven't been viable for years are suddenly becoming playable. Yet Nurse isn't brought down with these changes so she indirectly received buffs she didn't need and with each perk that's added she continues to have more options that likely force BHVR (Speculation) to keep some perks toned down. If Nurse was reworked it would open the doors to have more deadly perks. It's just the idea that we can't have certain perks simply because Nurse would be too good with them is an issue.

    A few years ago I would have said she's okay yeah - Game has evolved enough to where she's gotten a bit out of control

  • @Piruluk said:

    She is a relic from the past when game was an extremely casual experience with lot of overpowered option, like instantly doing gen with toolbox add-on , or infinite loops, or Mori after one down, blendettes ruling the dark maps with supreme stealth.

    Today dbd is evolved and trying to be more of competitive game, and taking every fun option from survivor players, maps are brightened up, no longer possible to break LOS on most maps, or the options are severly limited, not to mention the extremely long list of aura reading perks. In short every countermeasure is disabled vs Nurse.

    She doesn't play the same game like any other killer, she has no limitations, it doesn't matter what survivors are doing, she is playing against herself. If Nurse player avoid making any mistake, she is guaranteed to win every time.

    Is it really good argument letting her to stay extremely overpowered just because she is hard to learn?

    She doesn't belong into the game anymore, especially since everything that was unfair to killers, taken from survivors.

    Its time for Nurse to be reworked, to be not a free win for a dedicated killer player.

    Statistically she always be underpowered, since on console she can't reach the level which possible on pc, so console data providing the justification to be untouchable right now

    Firstly while I don't play as much as I used to I've always mained Nurse and always played her without addons - That's how I felt she was balanced. At one point yes I felt that Nurse was okay in terms of balance - If survivors were all on the same page and read her you could play around her and win even if she was pretty good granted it was hard. However the two issues is she excels at picking off the weak link on a team and if survivors are not on the same page she will wipe a team - She was never hard to pick up just hard to master.

    At the same time though I feel the game is constantly evolving and unfortunately the game is in a balancing act of limiting itself on what it can add to the game. You either add really strong perks that help the worse off killers and make Nurse busted or nerf potentially good perks into the ground just to make sure Nurse stays in check. At the same time the game has evolved enough to where Nurse has so many tools at her disposal that it is admittedly frustrating to play against a good Nurse because a single mistake from a survivor against her can easily allow Nurse to snowball a single down into a victory.

    That being said - Dead By Daylight is constantly evolving. However Nurse is not progressing with DBD and as much as it pains me to say it Nurse is holding back the rest of the game. I love playing her and will always cherish the memories I had playing her because she truly is a unique character to this game - I would agree it's time to rework her even if it means getting rid of her blink or drastically reworking how her blink functions.

  • To be honest while it may be an unpopular opinion I feel with Legion's current kit and the direction BHVR took him I feel they could remove applying Deep Wounds without the use of addons on Legion and just slightly tune up the other elements of his kit - namely the benefits you get after stabbing someone.

  • Just exclude Meg and Kate from that entire poll and suddenly it's less frustrating because you won't be wasting time creating cosmetics for characters with already hundreds of options.

    Also before someone says "They aren't wasting dev time blah blah blah" why are they making you choose. Clearly don't have time to make all of them. All of the designs are nice but it is tiring seeing yet another Meg / Kate cosmetic. Surprised there wasn't a Feng cosmetic in there.

    Also - No hate if anyone here plays those survivors. But come on really - About 2/3 of the cosmetic pool for survivors is probably Meg, Kate and Feng.

    Personally I'd probably play Jeff more if he had cool options or hell maybe even Adam. I have a bias for Ace and lately Ace has received a lot of love for cosmetics but genuinely would hate to enjoy cosmetics and be playing Adam or Jeff right now.

  • Glad you had success with handling the Nurse you played against but if the doubling back tactic worked all the time against the player you versed chances are they weren't that skilled or experienced - In the very least they weren't having a great game. You might get the doubling back to work the first time or maybe you made all the right guesses but usually if a survivor keeps doubling back instead of predicting where they'll go during your blink you just follow the path they took with blinks + movement and that option goes out the window.

    @Pulsar said:

    What is the point of this post.

    Either you're able to see both sides clearly and you understand that Nurse no longer fits in the game with her current power level or you believe that ignoring basic game mechanics is just a skill issue.

    I love Nurse (And main her) and my bias has always been that without anything modifying her current base being recharge speed and distance she is fine but at the same time learning Nurse isn't difficult compared to being able to learn how to adapt to her. I do feel it is time for the game to change her though. Not because I feel she's defying game mechanics (Which she is) but the game is evolving and she's one of the few killers who has pretty well remained the same ignoring any issues that's come across her.

    If she remains how she is though I genuinely would remove anything that makes her stronger such as recharge speed, distance and amount of blinks. I've always played Nurse without addons and I strongly feel that's the only way you should be allowed to play her.

  • The payment to prestige shouldn't be a thing if it prevents you from acquiring anything at all on the bloodweb. Everything else is absolutely great - This however makes no sense. Just remove the payment to prestige. It's already a penalty enough where you have smaller webs with less nodes with less options on stuff to buy.

  • I'd agree with Retiring of Luck based offerings.

    I'd agree with Retiring Fog offerings as most maps they're either too much or doesn't do anything at all.

    Also it's just more bloat removed from the bloodweb if we retire both.

  • I agree with you however I still feel they need to make the initial startup for new players easier. Also bloodwebs need to be more meaningful instead of being full of stuff you likely will never use. What they've done is a great start - With the small exception of paying 50k to reset the bloodweb to prestige without having the option to keep acquiring stuff. I have no idea what their mindset was with that specific change. Everything else is looking great and is good for people who commit to the game long term.

    However - Starting out I feel that the best way to address the grind for newer players is making bloodwebs more meaningful. Basically - Change rarities of stuff that's actually used to be what populates the bloodweb and get rid of arbitrary stuff that no one ever uses or can never use.

    50% / 75% Bloodpoint offerings for specific categories? Most of the time you won't be able to fully utilize these and in my opinion they should just remove them.

    Map offerings? They should only be 1-2 nodes max per bloodweb ideally just on a mystery box thing.

    Mystery Boxes in general? There should be a reason to go for these - These should give multiple items at once. Right now these are just filler on bloodwebs and no real reason to go for them most of the time.

    Sacrificial Ward Offerings? They should be uncommon at most and if they don't get use should be refunded for starters.

  • I'm on the fence between Sadako and Shape being the worst two - Every other killer has kind of a significant jump to them maybe minus Trapper - Not because Trapper is bad but because the time sink required to get his power working. You'll either roll a game as Trapper or not be able to use your power most of the game.

    Sadako is underwhelming in chase and I've felt the only real way to play her is do a good rotation of teleports to TV's to try to apply condemned while protecting generators near crucial teleport spots - If objectives for survivors pop away from TV's her power drops significantly in threat because you can't apply condemned because no one will be near the TV's. So overall I've found that playing her as a hit and run killer while protecting generators near TV's is the most ideal way to play her. That being said - She has almost nothing benefiting her in chase even with the buffs she gets exiting a TV. Not only that but exiting a TV is very jarring because you lose control of your camera movement and the TV won't always be facing an ideal exit point.

    With The Shape he's pretty self explanatory - His biggest struggle is getting out of EW1 and after that it's making use out of EW3 if you can manage to pop it more than twice in a game. The longer lunge range is his only saving grace and the only thing that really keeps him from being undeniably the worst killer in the game. I don't know what I'd change about The Shape to be honest - My view of him changes every so often and to some degree I just feel he either needs a secondary power or a complete rework of his current power. Thematically he is awesome and probably the coolest licensed killer in the game. Meta wise his power takes too long to kick in and you can completely counter it by pre-dropping pallets once he finally hits EW3.

    Sadako imo is actually better than The Shape because of her map mobility and ability to occasionally sneak up on survivors without the need for addons. With The Shape once you actually get to EW3 without perks it's impossible to sneak up on survivors to use it and to some degree I feel that there needs to be a refocus on his power to either fully focus on proper stealth or buffing how brutal his strength is.

    Naturally I feel the issue lies with stealth killers entirely - Most of the commonly suggested killers in this thread are stealth killers or killers who require a huge time sink to get their power working. With The Shape they have both issues - At least with Sadako her power consistently works the same throughout the game.

    I primarily mention Sadako and Shape because I feel those two have the current most glaring issues in the game. I feel that while a lot of killers in this game are flawed in some way they're not hurting as bad as those two.

  • The penalty for the perk working should be a missed skillcheck should put the entire perk on a short cooldown. Skillchecks are not frequent enough for that to be too harsh on newer players but at the same time the quieter repairs disabling due to that penalty would be a good enough offset for experienced players somehow missing skillchecks.

    If the perk went on a cooldown it would also give room to buff the missed skillcheck part of the perk to be more like Corrective Action by just removing the missed skillcheck entirely without affecting the generator.

  • Naked Hillbilly chainsaw sprinting towards you with both engravings.

    @Ruma said:

    Why dont they give us the option to take off out cloths then, as a reward?

    No cosmetics needed and i am sure i am not the only one who want naked clown.


  • When BHVR announced changes to Blight in the last sweep of balance changes I'm honestly surprised Alchemist Ring wasn't gutted. There are some addons and such that stand out for blight but at the very minimum this addon should be an ultra rare but even so it's broken in the right hands.

  • I run Fearmonger on Nurse because it counters the only counter survivors usually have against me - Dead Hard.

    You admittedly could argue that's an issue with Nurse itself.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030174#Comment_3030174

    I'd rather a whole rework removing BP offerings and just bumping the base BP earned by a constant % (obviously we can keep event cakes and ones that give 100% in all categories)

    Like do I need 1k brown bp offerings I'll never use lol

    Remove the BP offerings that only affect specific categories and just have the ones that give flat bonuses for everything. Merge all map offerings into a random mystery box specifically for maps with only one node per bloodweb. Have more meaningful things on each bloodweb and change rarity based on what's left.

    For example - How often do you even see the Sacrificial Ward that stops map offerings. Never - Because you have to chance using it wasting 5k bp for if a player even uses a map offering. Should be a common offering if anything.

  • To keep it short this will mostly affect survivors who already tend to focus on one player - This change will be amazing for killer players who want diverse builds with different powers.

    With the change to WGLF and BBQ&CHILI one thing I feel that needs to be addressed is certain survivor actions need to give meaningful bonuses. For example bodyblocking to protect an injured player needs a bigger bonus - After all if you have to choose between death and going through the exit gates you're probably taking the gates because more BP. The reason I state this is since the grind will be initially harder for survivors because of those 10 levels I feel there needs to be a look over with BP gains. Most people I know who focus survivor just stick to one character as there's no reason to switch it up unless you like cosmetics.

  • @Mandy said:

    I want to clear something up with regards to Spine Chill.

    The perk is going to work exactly as we stated in the Dev Update, with the line of sight requirements...however we are adding a visual indicator for the strength of the terror radius. This is down to the amount of accessibility comments that we have received. This is also not a permanent solution - we are working on accessibility improvements and when something has been implemented, that part of Spine Chill will be removed.

    Sorry for the confusion caused around this. And we do agree, it's not ideal for players to have to run a perk in order to play the game.

    I respect the decision and reasoning for this but does accessibility affect the decision making of balancing other perks? I feel it's great that you have that in mind but does it overall dictate some decision making?

    Not trying to be rude either it's just a small concern I have. Either way the decision alone and transparency on it is greatly appreciated.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014703#Comment_3014703

    On top of that, they removed the BBQ bloodpoint bonus. Which completely removes the killers incentive to leave the hook for the additional bloodpoints.

    imo if someone had camping in mind this incentive wasn't going to affect that outcome much. Granted I'd prefer if they just made a bonus for fresh survivor hooks basekit. It doesn't need to be the exact same value as BBQ but it would be a good "incentive" to not camp.

    I still agree with the change though - They can monitor the perk usage now and change it accordingly for the future.

  • My honest first guess would be when you basement hook someone it will create scourge hooks across the map that can be used or have some sort of debuff in proximity. I doubt it will be a huge meta perk or a heavily focused goal perk like Devour Hope for example because it's a huge task depending on the map just to basement hook someone.

    I realistically see them just scrapping the idea for basement hooks all together and the basement will be a second focus on the perk.

  • @[Deleted User] said:

    I'm just gonna leave this here because it's funny.

    https://www.youtube.com/watch?v=EenVZOC8NiM

    The original Bubba should have been a Legacy 3 Claudette for more realism on bullying in DBD.

  • I still think Bubba is a terrible killer but realistically the solution has been there this whole time and BHVR even tried a half assed version of it (No offense BHVR I get why) with the whole you lose rank while camping nonsense. I feel the issue doesn't even need to be resolved with punishing camping but more so not making use out of your killers kit. Bubba is a killer that engages in chases therefore if he's not chasing he's not able to use his power - Pretty straight forward.

    I would like buffs for Bubba overall but not ones that reward camping.

  • @Laluzi said:

    Bubba's perfectly balanced when you remove his ability to camp without counter. His instadown has a charge period that means windows pretty much immediately counter it, as do pallets (though windows are preferable on several levels.) He also can't hug walls nearly as tight as you can while using his saw, so you have last-ditch options like hugging a rock or jumping into a locker and jumping back out after the tantrum. The principle isn't that different from Billy, Plague, or Trickster - dead zones get you killed versus Bubba, so you have to rely on terrain and resources.

    The only way you'll ever stop camping with him without fully changing his power is making it so he slowly loses his chainsaw charges if he's not engaging in a chase - So if he's camping by the time a survivor goes for an unhook he'll have no power to chainsaw camp.

    However while in chase I feel he should rapidly get those charges back in the theme of he is ready to throw a tantrum or is hunting like the movies.

  • All of these changes shown in the anniversary are looking amazing - Genuinely looking forward to all of these changes

  • I was honestly hoping for something like that this anniversary or last one but I'm honestly content with the chapter they released. Aside from the map I genuinely felt last update was really good.

    My issue with the map is how many windows are in the house and also the roots on the ground look like scratchmarks at times.

  • People hoard cakes because when the anniversary is over the game becomes a slog again with awful progression and grind. Yeah you can argue it's bp people are missing out on but no one really feels like using a single offering when others aren't doing it losing potential value of the offering. That's why there needs to be a way to collaborate in the lobby between all 5 players on being like "Hey I'm using this offering" instead of just hoping the randoms who can't communicate with you use their offering.

    The most effective way to use them was to just play killer because more BP in general or SWF with a bunch of friends. Grinding through a bloodweb just to use the single offering you get from it as survivor when no one else uses their offering and potentially die early as a survivor honestly sucks ass and likely is why people started hoarding.

    And yes - I'm pinning most of the issue on the solo survivor experience for the offerings. That and there's no easy way to prompt all 5 players into using BP offerings.

  • @[Deleted User] said:

    I'd actually prefer if they put chat ON all systems and give console players just a couple preset options to answer with. It's disappointing that I can't tell the other side GG after a good match.

    Presets could be as simple as 😃👏😩👍👎

    I'd prefer that as an alternative but I doubt they do since Switch is also included in crossplay.

  • I feel the issue with nightfall is the monitor setup. I've noticed everyone with issue is primarily on console and with monitors it's easier to see as opposed to a television. I did test this between monitors and on my gaming monitors nightfall is honestly pretty easy to see what's going on but when I switch off to just a generic monitor used for broadcast it's significantly harder to see. I imagine this is the main issue and would admittedly hate to see a killer nerfed because of hardware issues. Basically just dedicated PC monitor versus generic tv displays. Admittedly would be interested to see everyone else's setup that's having issues with it.

    @Jinxed said:

    I can't understand why people are enjoying this mechanic 😂 how is basically being blind fun for anyone and not just extremely annoying.

    Damn a killers power has the audacity to actually be scary and stressful in a horror game instead of allowing survivors being able to freely frolic across the map without worry. The audacity BHVR has.

    Teasing aside - It makes DBD feel like a horror game where the killer actually has control over the game. In reality it's an 'okay' ability but it's an extremely unique ability compared to other killers right now so it's exciting to verse. Issue right now is people not wanting to adapt and DC'ing however I feel all my DC's with Dredge have been from console. So that's why I'm assuming on console hardware / display setups it's significantly harder to see than on PC. For PC I legit have no issues seeing within the boundary of the darkness. None of my friends on PC do either. I've yet to talk to someone on console though.

  • Honestly the penalty should have been failing a skillcheck puts the perk on a short 20 second cooldown if anything. Even so that is too much because you're using a perk slot to avoid failed skillchecks alerting the killer. An entire perk slot for what it does.

  • My personal opinion on balancing Nurse is she should affect the map by making more line of sight blockers taller so you can juke her easier. I feel it's more possible considering the new killer Dredge affects every single locker.

    I'm indifferent about making her M1 not count towards attack modifiers but I understand where you're coming from. Just some builds not related to exposed won't work if that is changed in that manner. If you change the Nurse in this way you'll eventually fit Nurse into a cookie cutter build lineup where very few perks are even worth taking on her.

  • I had things to do that didn't involve religiously playing in the short timeframe I had to get double BP so no. Was cool that they did it and all obviously they didn't have to but it just came at an inconvenient time for me. Will probably not play until the Anniversary update is live.

  • @Emeal said:

    https://us.v-cdn.net/6030815/uploads/BTL4KZI2HKZW/image.png

    https://us.v-cdn.net/6030815/uploads/24WR1911P44X/image.png

    I wonder why you have to progress, could it be that people ruined the game for other people by ignoring the goals of the game to hunt glyphs?

    I see what you're saying and I agree but honestly the challenge is still kind of boring and meh. All challenges should be things that naturally occur within the game. This challenge is the equivalent of a player just farming totems instead of playing the game.


    @Emeal said:

    https://us.v-cdn.net/6030815/uploads/BTL4KZI2HKZW/image.png

    https://us.v-cdn.net/6030815/uploads/24WR1911P44X/image.png

    I wonder why you have to progress, could it be that people ruined the game for other people by ignoring the goals of the game to hunt glyphs?

    As far as I know this information is not present in game so no one would normally know this unless they wiki'd it. I don't blame OP for trying because ultimately it's still a meh challenge that feels like filler content. Just wish BHVR kind of was a bit more lax on this challenge or gave it a fun spin instead of "cleanse a special totem" essentially.

  • Pig - I don't find the killer to be interesting to play against and feel the playstyles offered with this killer only make for frustrating gameplay

    Artist - The killers sounds actually give me genuine headaches to where I have to lower my game volume or just afk. The power itself doesn't bother me but the audio design hurts my ears.

    Spirit - I have a vendetta against this killer since it was launched because of the broken addons and how stupidly easy it was to play. I like strong killers but I prefer the strong killers requiring effort and having proper counterplay that doesn't require perk usage. Granted this killer is a lot more fair to play against now I honestly wouldn't care if it was removed from the game. Also just seems every Spirit player just loves to B line it back to unhooks. As someone who prefers playing killer I get it but overall I'm just going to judge Spirit players because of the poor impression it left for me at its launch.

  • tbh It would be better to get rid of all addon and perk stuff that's dependent on the other side having something to make it work. Obviously most games have exhaustion perks but still. Would also prefer Clown to be good enough to where this addon wasn't considered mandatory. A killer should be strong because basekit not addons.

  • No - Everyone has their own views that develop over time. I try to focus on the present not letting any history affect my bias or cause a bias. Like if it's relevant to a specific patch I get it but I personally don't find it worth my time to sift through post history unless I feel someone is on an alt account and making suspicious post. Granted I've not seen anyone on this forum that made me even consider that.

  • I know this will seem odd because it would be hard to license for money but I'd like more licensed maps specifically. I know it would be hard to make a map since specifically just Cabin but I'd love an Evil Dead map.

  • @Chocolate_Cosmos said:

    Very unlikely, because this would mean you could reach easy lvl 50+ on both characters when the new content would come out. Devs allready said in the past they don't want people just have everything within few minutes when the new content comes, which is understandable (you can still have it if you saved a lot of Tomes or have refund of BP from support).

    What's the point of the 1m bp cap though

    Most people who have maxed content will literally save up one million- spend the entire next day playing and have their character of choice near maxed out. Would just be less annoying and reward veteran players with the option to experiment with builds sooner.

    Like - If you're a veteran player you pretty well don't need to experience the progression side of the game to get excitement. You want to experiment with builds and it almost feels trivial capping the bp limit just to delay a player by a day or two. You can argue that you are learning the killer during this time (Or survivor) but you pretty well handicap yourself without maxing out on perks. Think the other team is going to handicap theirself with less perks while you learn a new character without perks? Likely not.

    I get not having it infinite to some degree but honestly. I would agree that 5m could be just fine as a new cap.

  • @IlliterateGenocide said:

    One point I don't agree is "Games are supposed to be fun"

    I always see "Its not the killers job to make ur game fun"

    Its not the survivors job to make ur time fun either.

    still think Dead hard should be nerfed

    I agree - Main issue people tend to overlook unfortunately is Dead by Daylight is one of those games where when one side is doing well likely the other side won't have fun unless the winning side tries to accommodate for them. It's neither sides job to make sure the other team has fun though.

  • To be honest I was a fan of every announcement except the Final Kill thing. I would prefer that instead of automatically killing someone we down in end game we have the option to do what ever we'd like. Feels more natural that way and it's better for player interaction. If they're worried about last survivor slugging for bleedout add an "opt out" option for survivors in the dying state if they're the last alive.

  • Make her passively more powerful the more condemned all 4 survivors have built up.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958355#Comment_2958355

    Walter Sullivan. He is serial killer in Silent Hill Room and end game boss. He is best choice for killer.

    I can respect that pick. Although wouldn't his power mostly be a blink of some sort and a gun? Or am I remembering a different character? Silent Hill 4 was the one of the first four I've played the least so memory is fuzzy on that one.

    Just kidding about Eddie though good lord can you imagine.

  • @MikaelaWantsYourBoon said:

    There is rumors 3 new Silent Hill games on the way. (Silent Hill 2 Remake, Silent Hill Telltale style story game and Silent Hill 9)

    So maybe we can see another Silent Hill chapter for remind franchise to more people.

    Harry and Mary should be main survivors and for killer i would go for Walter Sullivan

    I'll shill out 60 dollars for a good remake / remaster of Silent Hill 1 2 and 3 even if they're 60 a pop.

    Realistically though - What Silent Hill character would even be the killer? We already have Pyramid Head which is kind of hard to imagine given the story. I know there are some big options in SH but I don't see any of them fitting gameplay.

    inb4 Eddie lol

  • @Peanits said:

    As you've mentioned, you could just as easily not down them if you want to let them escape. If you insist on 'establishing dominance', getting close enough to down them and choosing not to still sends the same message.

    I'm with OP on this one - The killer is all about being the power role - That feel of the survivor knowing you could hook them at any time but you're generously carrying them to hatch cannot be matched - Taking that element of the game away I feels takes away player interaction in a negative way. It's all about the experience.

    I feel just giving killers the yellow mori by default as an option would be ideal instead of making the choice for them. I get the idea of getting rid of the chance to slug the last survivor for their full bleedout was probably in mind but if that's considered let the last survivor opt out by pressing a button to die.

  • He probably has the easiest to use map mobility but I feel it's pretty solid right now in comparison to other mobility killers. I still believe Nurse has the best mobility for short distances as she has more control over it especially with multiple floors. I feel like Dredge has the best mobility for large maps though but open to debate at the moment. Blight is probably in between Nurse and Dredge with mobility.

  • @remoirel said:

    Dredge doesn't get the option to remove someone from the game by teleporting to a locker next to them hello?

    I would honestly just prefer a power that helps during the actual game as opposed to someone who essentially lets the mori happen. I'd agree it's a really cool feature and a nice touch with how the survivor actually dies. Just she's abysmal in chase and her power doesn't really offer much even compared to killers without map mobility since she doesn't really have anything going for her once she's in chase.

    At least Wraith for example has that huge lunge going for him since he kind of goes invis like her. Freddy and her both have a teleport but Freddy has snares and dream pallets. Don't really know what she offers that another killer doesn't do better and even have an additional power or something on top of that.

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