Dustin
Dustin
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I would like to see Myers reworked in general with these somehow being incorporated into basekit but I also don't want another Sadako type situation where they become too problematic to balance just right.
It's hard to say nerf Tombstone because Myers doesn't really have a lot going for them. At the same time I'd like to see an overall power increase on the killer by making some basekit changes and then I would be fine with the addons being reworked or nerfed but overall I'm indifferent
I don't really feel there's a hard time countering them if you can tell if he has them. Pretty much most games play out where if he has tombstone he takes too long to stalk someone and either ends up awkwardly following people or camping a hook to tombstone someone. Otherwise everyone just jumps in a locker or does some action to try to wait it out such as even just sticking to a gen in front of him because taking the m1 is safer.
My personal bias with Myers is he should passively get stronger as the entire game goes on based on the total stalk he's acquired regardless of EW1 2 or 3 capped at a certain point obviously. I don't care if tombstone gets reworked but I understand why people hate it. It can guarantee one stupid free kill and a boring game for the rest of the players. It's probably more exciting for new players and frustrating for older players who want stronger more diverse killers to verse without any cheesy mechanics. I love facing myers but he feels so weak without tombstone. Even with it I almost always expect 3 out if he has tombstone unless someone throws the game hard.
If I had to change the addon I would agree with this quote which is the first reply
@SpringMyTrap said:
They need to be basekit for dead on hook people who have been stalked particular amount of time and the addons themselves should reduce the stalk threshold for the kill
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959478#Comment_3959478
Its the reason I tend to eye roll when ppl claim killers who use NOED are bad. No... killers who use NOED are probably new and using the only general chase perk they have besides unrelenting.
Wish they'd go back and add to some of the general perks, or maybe just update them.
Suppose a trade off is we got Cenobite perks made general but yeah I wish BHVR would add more general perks too. Almost every new DLC has a new player friendly perk and I get they gotta make money. Just wish that they'd at least let's say every anniversary add 1 new perk to the universal perks for both killer and survivor. Just one freebie a year would be nice.
It wouldn't affect me because I usually buy DLC's at launch but I know a lot of people don't do that. Variety is what makes this game so great.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959468#Comment_3959468
Would make sense seeing unrelenting from a very low MMR match. General perks like that tend to show up from new players.
Absolutely a fair point - although I wanted to point out the perk anyway so it isn't overlooked. I admittedly tend to forget having played for many years MMR is a thing.
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While that is just a typical lunge as everyone said if you're new the recovery time might have seemed odd and what threw you off. One perk to take note of that they had was Unrelenting which isn't super common.
It's okay if you're new and to ask questions - just try to avoid assuming everyone is cheating. Good luck in your future games.
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@thrawn3054 said:
Why is everyone obsessed with the P100 rate when it sucks across the board.
I do feel they should address it with everyone but the main issue with P100 is everyone constantly has level 50 bloodwebs where at least with non P100s you are able to go through smaller bloodwebs which lets you spend less and get more cakes.
I haven't played since the fix so I am unsure what they did but they should just guarantee 3-4 spaces on all bloodwebs past level 30.
I auto spent 1m bp for example and only got 14 of them and manually spent 400k and got 2. Meanwhile on my non maxed out character I spent 300-400k give or take and I have about double the amount of cakes as I do on my P100s.
I 100% agree with you - it should be fixed for everyone. Although the easiest thing to address is probably specifically level 50 bloodwebs while they figure out something else for everyone.
@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953046#Comment_3953046
Awesome.
Just wanted to confirm that.
Thanks for replying. 😁
I honestly would prefer a guarantee cake + 3 boxes for the chance of another cake (because that's what I'm here for. Thousands of cakes to never farm them again), but I'll take what the devs gave us.😊Yeah that would be nice if that's not the case already. Just feels terrible to not really gain anything during an event about gaining BP. I figured that's what they were going to do when I saw they addressed it.
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Personally - I'm not going to be playing "for the win" or sweaty but I really don't care about the event. In fact I don't like the event at all and I'm only playing it for the rewards. I'm not playing harder or easier I'm just playing to get it over with.
Happy for you if you enjoy the event though.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951967#Comment_3951967
Ok, seems bulk is higher than manual, but it's still incredibly low.
I remember even 4 cakes in 1 web from past events….I just went through 20 bloodwebs manually and only got 2 cakes so yeah I'm just gonna auto spend. The ratio especially at level 50 is awful though.
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@PetTheDoggo said:
5 milion BP (manual spending on survivor) for 80 cakes…
Here's mine through the new system.
Suffering from success I guess.
Also lol @ the one BPS.
Being max prestige sucks but I don't want to put points into characters I have zero intention to play.
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@GeneralV said:
How do you even get those?
Likely just linking with their newsletter or something along those lines - mine was via Email as well
I got this game on October 31st 2016 for the Halloween DLC and I admit while I am not ungrateful for recognition for how long I've played 200k felt a bit trivial. I assumed they gave this to everyone as a thank you and just defaulted the value at 200k which was given through a code.
I am not upset about this but it's more so didn't really know how to feel. Either way I guess I haven't technically been here 9 years even though I got my game in 2016.
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I don't mind very specific achievements like the Vecna one because you only need to do it once and it actually does feel special when you do it. Achievements like the Springtrap one changes that special moment and makes it feel more like a grind where "oh okay that was cool gotta do it 14 more times."
I've had a pretty good experience with ST so far but I genuinely haven't gotten a single grab when traveling. Maybe I'm not opportunistic enough about it but it feels very rare. Maybe it's because no one is using the cams because the audio bug that existed though I'll have to give it another try.
I don't necessarily go achievement hunting for games but if I cared enough about a special moment having to grind out a super specific thing multiple times takes the special first time moment out of it. For example - Imagine if all the adept achievements you needed to do 10 times. It may not sit well with a lot of people but this to me is what ruins a lot of the fun in achievements. They have an unnecessary grind to them when realistically achievements in games should be used for special moments.
A great example of this is the RPD exit gate one. What an insane achievement to tie to a map. You get it normally overtime but achievements like this just feel so grindy unnecessarily. Although with map offerings being gutted it's probably going to be much more difficult to get.
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@thrawn3054 said:
So it says you are considered afk after 10 seconds of not interacting. Interacting with what? Does that mean specifically gens? If I'm going for a save across the map will it start counting me as afk?
I actually had this happen to me yesterday - I had to take a scenic route around the map for a save and ended up getting crows. It was the only incident I recall happening since update but maybe the timer should be toned down based on how many people are alive. I saved, healed and started working on a gen and somehow I ended up getting level 2 crows but they went away immediately after.
To fully explain what was happening - most of us were injured and the killer was occasionally checking on hook. I had to walk around the map to get a better angle to line of sight the killers view just enough to give me time to save.
If it happens again I'll record a video - I admit I forgot to clip it because I didn't think much of it in the moment of playing and more focused on trying not to die.
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@Frost139 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945073#Comment_3945073
well it's a boring and unfun strat solo queue can't deal with
I'm typically a solo survivor and I never have this issue outside of when survivors decide to go next early because they don't like the killer or map they're on.
@Frost139 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945069#Comment_3945069
It should be the case because many killers will just refuse to commit to a chase until a good number of pallets are gone. This creates long, drawn out boring games that solo queue simply lacks the comms to deal with
Your team isn't doing generators is the issue - this isn't a killer issue. The hud now gives more than enough information to know when teammates are in chase or doing generators. If you find your entire team getting pushed too easily then spread out more.
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Those tactics (Slugging, camping, tunneling, hit and run) aren't toxic / griefing. Unfun? Maybe - But it's part of the game.
Have the devs considered respawning all pallets on the map every time a generator is completed?
With all due respect you really need to elaborate in detail your reasoning on why this should be the case. For most killers you use a lot of time to down a single survivor which usually results in 1-2 gens popping after your first chase. Why should survivors get a free reset for the killer succeeding?
If you feel pallet distribution on the map could be improved that's fair. But it's not the killers fault if the survivors poorly manage their resources. Also if the killer is somehow winning by not committing to a chase simply by making survivors drop pallets the survivors are just outright throwing at that point.
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I have 12m BP saved up for Springtrap. Their kit is really interesting and interactive so I'm looking forward to them getting added. Although in my eyes the update is going to be overshadowed by all the QoL changes for me. AFK changes and BP spending specifically.
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Hag
If they do well you're never leaving the hook. If they do poorly they're not going to hit anyone once. In between they're very lackluster to play against. Anything good about this killer is very specific gimmicks.
I also want to mention the counterplay to this killer is boring. I account that for when BHVR removed flashlight interactions with all killers. Yeah it was a buff to the killer but the QoL for interesting counters to this killer dwindled and every game feels like a slog against them.
Are they strong? Not at all. Could they be improved for both sides? Yeah probably - I don't play them enough so I don't have the answers for that I just don't enjoy going against them.
I have other killers I don't like but I feel consistently this is a killer that ruins my mood when playing survivor since they were added.
I'd mention Artist because their sound design gives me a headache but other than that it's almost always this killer I think of when I think of a bad time.
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Level 72 at the moment while only playing 3-4 games a day about. Occasionally I don't play for a few days due to work but admittedly I feel a bit exhausted with some milestone challenges.
I feel the Completed Generators should be lower specifically so survivors aren't trying to grind those to complete the challenge lowering the quality of games.
For example - The current max for generators is 165 for Milestone 10 and I'm sitting at 163. I feel like in total it could maybe be reduced by 140. Not because this is a difficult challenge or there's a lack of time but I feel this one specifically causes survivors to bring more toolboxes than they normally would just so they can keep progressing in this because it's one of the easier challenges to do. This Milestone absolutely influenced how I played and I feel a lower number to get it out of the way would be ideal and make more unique challenges weekly.
I am not too far on the killer side due to lack of time but I may have a similar opinion about the Kill Survivors milestone. Simply because instead of playing in a more relaxed manner and letting people go I feel I'm obligated to sweat and 4k to get this one completed.
Outside of those two I feel like the other Milestones are in a good spot. I feel like we should get a tab for Mastery Challenges so we have more stuff to do because more often or not I find myself simply playing for Milestone challenges.
Overall I love the new quest system but that's the only real feedback I have over it.
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Chaos Shuffle would be interesting if it added many other factors to the game as well per round so the gamemode was more dynamic.
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I feel the offering choice is correct but during the initial release for future stuff maybe experimenting with "event" map offerings that only appear for a limited time to select a specific map?
That way people in normal matchmaking who want to see the map can and it's limited in quantity and then after the event ends things can run like normal. I feel in this case that isn't even necessary because the map is going to have a separate queue for a bit. If BHVR does this in the future I don't really see unique map offerings being necessary anymore but I understand if someone would view it differently for specific maps that are licensed.
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There should be a behavior score system that evaluates things such as DC, suicide rate and post game chat to determine penalties instead of a flat DC rate. I feel the occasionally DC is fine and we have bots. It's not ideal but going next is pretty ######### and at least DC you are being honest with everyone that for what ever reason you just can't be there or don't want to be.
While I feel the DC penalty for most people is fine I do feel a proper scoring system rewarding good behavior including DC rate and punishing the worst offenders overall should be something looked into. For example - If you DC a lot you are exempt from the Weekly Gift or daily rewards until you play to fix your score or wait for it to reset. Possibly even increasing your odds of being placed with other high DC rate players but that's a maybe due to queue times. On the off set I feel that a couple of DC's should have smaller penalties for players with very high behavior scores. For example if you have a positive influence on your matches and always commit to finishing games you could for example on occasion DC a couple games in a row with zero penalty however it would affect your score.
A lot of games have systems like this and I feel it's something that should be looked into next since we have the "Give Props" thing that does jack all atm.
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I enjoy both for different reasons
Art wise I feel BHVR hits it out of the park every time they have an OG killer. Power wise I find the licensed killers while not always the most balanced for better or worse have less reason to have to make sense and sometimes end up being more interesting than a power BHVR comes up with for their OG killers.
I would like more OG characters but I've found the powers are usually more enjoyable from licensed content for various reasons. I understand this is subjective and everyone has their favorites but I really feel like we wouldn't have gotten a power like Springtrap if it wasn't Springtrap. Another example is Dracula from Castlevania or Vecna from D&D. I want powers like that for OG killers but I really feel like BHVR needs a reason to make powers elaborate like that and licenses are the perfect excuse to design stuff like that.
If BHVR made more elaborate powers the way they did for licensed content for OG killers I'd always want OG content. But I've just found licensed content to be more enjoyable with some occasional exceptions.
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I somewhat agree but realistically BHVR just needs to start permanently banning people who ruin this games vibe for people. They are far too soft on people who just have a terrible attitude.
Anonymous mode should be on by default because as I've said in the past this community no matter how much BHVR signal boost good creators has a lot of terrible people in it who will harass you outside of the game.
I am not a sensitive person but I keep anon mode on just due to the fact that I've gotten death threats prior or people going to my profile to harass me or my friends. Absolute bullshit I can't do anything against these people because they purposely will tread the line to avoid punishment.
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I want to play Trapper but he sucks if you go against survivors with remotely half a brain or survivors communicating. Super map dependent in some cases and I feel like without certain perks I willingly give up some generators.
I know how to play Nurse, Blight, Wesker etc and could easily do better but I don't want to play them. I would be a hypocrite if I complained that meta perks are boring but ran S / A tier killers constantly.
It takes too long to get to traps, sometimes traps spawn in deadzones, survivors can disarm traps easily and the only way to stop that is babysitting areas I occupy where my traps are. I wouldn't be opposed to a rework on Trapper if their trap lethality got nerfed somehow but setup was far more faster and possibly even temporary so you cannot permanently occupy areas with quick setup.
I don't know how you would do it but Trapper gameplay is fun for me and while it is mostly nostalgia driven since I've played since 2016 it still sucks that while he is new player friendly Trapper is basically the worst killer in this game. He has his moments where everything goes right but the more you play against better players the less that happens.
I've made suggestions like an alt fire to respawn far traps slightly closer before and some QoL stuff on trap placement but the killer is in such a sad state it feels like.
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There's only so many changes you can make to an M1 killer. I won't say Pig is fine - maybe they could use some small buffs or QoL changes. I would suggest the roar happening closer to the end of the dash or even only after the dash begins but people heavily argued against that due to wanting to meme as Pig.
Personally I feel for what Pig's kit does they are fine but just because they are fine for their own kit I wouldn't say they are in a good spot as a whole in the grand scheme of things. Realistically what can you do for this killer?
I see a lot of post in this thread saying Pig should be buffed but outside of 1-2 post no one is elaborating as to how.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928836#Comment_3928836
I do feel like "harassment" to many really = 'things I don't like'
You may have experienced what it is like to get hate from a toxic little children and their SWF group, who persistently harass you and ruin every match possible if they can find you. Along with harassing your friends and finding all means possible to troll you anywhere on the internet they can get to you.
I had a friend who used to stream DBD and they drove him off (before anon was a thing), constantly stream sniping him and subjecting him to all the usual horrible stuff you can do if you're a 'comp' Nurse.
Anon absolutely removes 99% of the toxicity and harassment
The worst thing I've had to deal with is some moron threatening to kill my dog and another who threatened to kill me IRL. If they weren't complete morons and hid their personal identities better I'd have been concerned. But unfortunately given I love my family and pets I had to spend time making sure I had as much info on them.
Sorry to hear that about your friend. Back before the report system was a thing I had to have alts just to play Nurse because I'd have people target me because I was simply playing Nurse simply because I'd have people trying to crash me back when the game was p2p and they had my account memorized.
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I want to ask you and anyone with this POV - What is harassment to you?
@OPXtreme_ttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928793#Comment_3928793
But if there's a report function for harassment, why have an anonymous mode? Anonymous shouldn't exist, its really just a tool used to harass people without consequence
I'm not going to scold you but again you don't need to be anonymous to harass someone without punishment. If your profile is public there is nothing stopping me from acting nice in chat saying "gg" or nothing at all or even being two faced with a little "gg <3" and then moments later going to your Steam profile and looking for anything I can to hurt you. That is what harassment is.
I would never do that because only a loser would do that but I've encountered many people who have done that to me. An observant person may make the assumption that I had done something really awful but nope. I play pretty casually and fair to most players.
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On one hand - I use anonymous mode. On the other hand - I kind of support your reasoning in some circumstances because people hide behind anon mode to talk trash. However even with my bias I'd say that chat should be more readily available to anyone rather than limit it. If someone breaks ToS you can hide their chat, block them or report them granted I feel blocking anons does nothing.
I will say this before I state this - I know you're not saying every anon mode user is a trash talker. However while my comment may seem out of left field I want to say I am thankful for anon mode because DBD has some of the most mentally disturbed people I have encountered in my 20+ years of online gaming. The trash talk comes from everyone not just anon mode users. I've played many games including League of Legends in the past and this game is probably home for some of the most deranged people I've encountered.
I've gotten death threats, I've had people look up my socials including my pets, people have vote bombed my social media stuff or in one case tried to contact people on my friends list to try to get back at me for killing them in a game.
This community is full of mentally deranged people and I feel like anon mode is the only barrier I have from being stalked by one of them. I even have proof of being stalked by a few people I've encountered on this game. I'm not by any means a sensitive person but when you start stalking my IRL ######### because I killed you in a game or maybe ran you longer than you can handle you should go outside (Not you specifically OP).
I share my story with you because I want you to maybe have a different perspective. All these people I encountered were not in anon mode. But it didn't matter if they were or not because they targeted me when I didn't use anon mode or before it existed. Valve nor BHVR can do anything for these people because it doesn't happen on game.
My point is - the real problematic people aren't going to make their presence known in chat. They're going to open your profile and harass you out of the game. Me personally I don't care if someone calls me dogwater in game chat. I'm just going to forget them immediately when I leave lobby.
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Your friend got you a ban and you just have to accept it and buy a game on a fresh account. You have to live with the ban.
Ideal? No. Your friend is to blame for cheating with steam sharing with your account at stake. Get better friends. A real one isn't going to put your personal account at risk.
Also what do you mean a lock? A game ban is quite literally a game ban. You describe it as if you have a family pin setting enabled. Either way Valve won't remove the ban so I have no idea who you are contacting unless it is EAC or BHVR support which they'd likely tell you they cannot help you.
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The only thing I would change about Dredge isn't even really a Dredge issue but better map design. Half of their power is reliant on lockers existing and a lot of maps don't even have lockers on some parts of the map. I somewhat agree with Dredge being able to teleport to chest but admittedly not for the same reasons. I just feel you can't really fix Dredge without an overhaul on how maps are generated based on what killer is present so having chest as an option to teleport to feels like while it is a bandaid fix it is an acceptable alternative.
I don't really have any comments on the rest of their power. It's just apparent that some maps they have decent locker distribution in and some maps don't have enough in the right spots. I don't really consider some indoor maps since lockers are plentiful there but for most general maps locker distribution could be better. Possibly even just spots that only spawn when Dredge is present.
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I'll list off some licensed content but realistically I want more interesting maps with better balancing but that's a larger ask than a character.
- The Thing (Entire Chapter)
- Outlast (Cosmetic Collection is fine)
- Postal (The Dude as the killer)
- Bioshock (Map and Big Daddy as Killer)
- Jack Baker (Legendary outfit for The Hillbilly)
- Spawn (Killer only)
- Ghost Rider (Killer only)
- The Terminator (Ideally a full chapter)
- IT (Pennywise / Map)
- The Shining (Cosmetic Collection and Map)
Outside of The Thing those are not in any particular order and I understand some of those are never happening. Would still be cool though.
I really want a The Thing themed chapter though.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925541#Comment_3925541
Not to mention adas OG RE4 hair is all wrong too:
https://us.v-cdn.net/6030815/uploads/JEJCMHXNTBHL/resident-evil-ada-wong-5.jpg
https://us.v-cdn.net/6030815/uploads/RGHWBB2R9WEP/maxresdefault.jpg
the hair is missing its side bangs and the back of the hair is way too short too.
Yeah up until this thread I never really did a full comparison but yeah it's a little off overall and that's unfortunate. I would like to tie it to creative liberties but for the shoes I kind of want to pin that to "Not worth adjusting rig for differently angled shoes"
I do 3d work so that's my closest educated guess since the shoes are drastically different.
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I do like the new feature but I'm conflicted on whether killer should be able to see survivor offerings. I feel it's a nice quality of life feature overall but even I've gotten very odd treatment just because one game I was the outlier on who brought BPS without knowing anyone was going to bring it. Excluding that I feel it could give more information on some strategies but I'm still deciding whether that's a big deal or not but it mostly just results in guessing who has perks for sabo or hatch.
The main use for survivor is if I see someone on my team use a specific map offering I have an idea of what their perks may be. Generally it's just going to be for balanced landing or boil over builds though. Although my opinion will likely change over offerings being visible once perks on survivor teams are visible to each other. Until then I mostly try to reserve my judgement on it.
Realistically though I have no actual complaints. More so just observing how people adapt to the new feature.
Actually more important question - Will offerings / items be visible when perks become visible in lobby? Console for example can't use chat so knowing they are going to bring BPS for example would be nice.
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What's the issue with the shoes? Is it because they don't match the remake boots or is something else wrong with them? The model seems correct (For dbd specifically) and it's mostly the same as the other shoes. The only thing that specifically looks different is the heel breast (Long heel part) which maybe it could be slightly bigger. I assume they try to match the shape of all shoes because the rig is animated that way.
The boots are a little off from the remake but again I assume they did this to avoid having to have a separate animation or rig adjustments. First pic from remake.
I won't lie though I never noticed this until now. Granted I don't play Ada so yeah it does look a little weird regardless of the reason you pointed it out.
Edit - Okay the more I look at it the worse it looks so yes I see the problem.
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I feel balance wise he's fine but he's probably still on the boring side. The only thing I'd personally say could be perceived as a bit of an outlier on his power is being able to teleport to sleeping survivors who are healing. I wouldn't remove it but it does kind of stand out as the odd addition to his reworked power.
Past that he's mostly just boring since you can prevent a lot of his strength by just using clocks which in itself prolong the game a little.
Edit - Regarding comments above - I have faced Freddy about 5-8 times since his rework (from memory). I have not seen him a lot.
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I've held this opinion for a while but I don't voice it because I'd be shocked to see it even considered. All offerings should just be shared per side. You have a mori on one killer and you have it for all of them. You have BPS or Sac Wards on one survivor you have it on all of them.
If you want to take it a step further and make BP offerings work for all characters on all sides I'm 100% for that. It would be an extremely nice QoL change.
Everyone here has their mains - I have mine. It feels like such a waste being forced to play characters you don't want to just to use their offerings. Be realistic for anyone with over 1k hours in this game. How many characters do you play when you're not on the grind to unlock something prestige related. For most people I know at most they have a couple of survivors and a handful of killers.
A change like this is also good for new content. You could play a new killer or survivor and have BP offerings ready. It only benefits everyone overall in the long run because instead of bringing something like a mori or map offering you'd probably prefer the BP.
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If tomes are getting retired eventually could we just like tuck them away in the options menu or something to be accessed? Even if it's just to read the lore entries and watch the cutscenes in the tomes?
The new system is miles better I won't argue that. I just don't want to see all the available challenges, possible BP and lore go away along with the cutscenes.
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I don't mind it but updates like this make me wonder why BHVR doesn't just allow people to set the icons colors and such without mods. If it's readability again just allowing players to set the colors would probably be a more approachable option but maybe that overcomplicates things.
I do prefer the old icon colors but I just saw no reason to change them and I haven't read the patch notes closely enough to understand the reason with changing them.
I'll get used to the new ones but if they decide to roll back I hope it's soon because it will likely confuse new people starting for FNAF if they roll back after that update. I am indifferent on either though. I already have troubles seeing certain colors already due to color deficiency with my vision so this doesn't really affect me either way.
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There's definitely enough content in the RE universe for multiple chapters but I don't feel that means it should be a thing. Plenty of room for skins though. I feel we missed the window for a new map in the RE universe and we're stuck with just RPD.
I personally want a Jack Baker skin for The Hillbilly since he has a chainsaw weapon in the main RE7 game. Past that I am honestly pretty content with Resident Evil content in the game.
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Who cares if it's toxic or not just play your own game. Don't let what you perceive as the socially acceptable thing to do be what dictates how you play. If someone tries to go next 30 seconds in the game why bother playing in the first place. I hate playing against Artist for example because she genuinely gives me headaches with her sound design. But I play every game out against her. If I tried to go next honestly I wouldn't blame a killer for slugging me for 4 minutes. I wasted my teammates time and I wasted the time of the killer who all decided to spend their free time in queue.
Like why do people even go next - Just DC. Unless you're a chronic DC'r you get at most a 1 minute penalty on your first DC and the people you just left at least have a bot to go against. Yeah I get it DC bad but sometimes ######### happens.
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To clarify before I say what I'm about to while I dislike cheaters I feel like this avenue is not the best to resolve the issue
but
Wouldn't the proper way to do this specifically for Epic accounts to be to check which accounts have been active and which accounts have not? For example for accounts that redeemed the game for free within a month of the giveaway but have been dormant up to this point wouldn't deactivating those seem like the more straight forward solution rather than blanket banning all users which may include honest innocent players?
I am assuming BHVR is able to keep track of that information but I feel more checks on actual account contents based on content users own is the proper thing to start with. A lot of cheaters can bypass hardware bans very quickly (At least to my knowledge this was an issue about a year ago) however I'm pretty sure cheaters tend to give theirself access to cosmetics and DLC they do not own frequently. Wouldn't a server check on this first be the correct thing to do?
I don't know how DBD works under the hood so I assume this is something they already combat and I know we're not going to get a solid answer on this topic so it's all going to be speculation from most of us on this thread.
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When people come to the forums to talk DBD there's a lot we love about the game but there's a lot that bothers a lot of people so they just resonate with more negative post typically. You'll see a lot of post especially if you hang around general or balancing sections as while people try to have civil discussions in a positive way a lot of discussion is over inherently negative issues where everyone has their own views so there's going to be a lot of disagreements and debate.
If you want more positive stuff off topic has a decent amount of that. I don't really see DBD threads being made for positivity outside of for the sake of "needing a positive thread" being useful because usually OP's will just make them and not commit to keeping the thread alive.
Granted your image is really vague. I feel feedback about something negatively impacting the game is fine. It's where users are at each others throats because they can't come to terms that you won't agree with everyone where negativity really comes from or in some cases referring to devs as rude things because they didn't get it right the first time.
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To me ultra rare addons are meant to change the way you play and approach a killer completely but lately it seems that purple addons take up that niche.
I don't mind strong addons but I prefer iri addons being strong for specific niches rather than stat changes. One of my recent favorites is The Dark Lord's iri that creates hellfire at exit gates. While it is pretty weak overall it's a fun gimmick you can use to spice up the match. To me that's how iri addons should be. Gimmicks where killers who are proficient in their role show off another playstyle for fun.
Also yes I do understand rarity should determine strength but to me it's more iri were meant to be less common and because of that feel more special to use or go against. While that is kind of out the window with how common iri stuff is now plus years of people stockpiling them that's my mentality for them. I've played since 2016 when everyone basically had nothing so yes while getting mori'd without being hooked sucked it created a lot of excitement going against someone that had one.
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I was going back and finishing these recently but afaik the challenges will be retired soon?
Most of the challenges (keyword most) I found were more so just exhausting with extensive numbers more than anything. Although before Legion buffs / rework I found just in general playing them was a slog. My favorite weird challenge was the "Point at the killer with premonition" challenge
The gain 20 iri emblem challenges were so whack though. Alternatively take 20 protection hits. They're not difficult just so time consuming.
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I am for the most part okay with the Ghoul's power there's just certain things about the power we gotta live with. I wouldn't want them nerfed for example because they can easily double back to hook as annoying as it is. Although I would prefer they get better registration for hits detecting when a player is behind a wall or cover but also admittedly I just feel you shouldn't be given the damage option if you're over 10 meters from a survivor. It feels way too generous even if their incentive is to not have it be a skillshot killer. Sometimes I can hit survivors when they are barely visible in my peripheral vision.
I admit I don't like their addon that blocks windows when they vault with power but I'll really only gauge if I feel that's overtuned after hit reg is updated. Like personally it feels like Red-Headed Centipede (Purple) that blocks windows and Yamori's Mask (Pink) that causes survivors to scream if you hook while enraged should be swapped in addon tiers. I get it's probably debatable based on playstyle but I feel the pink isn't as good as the purple. Granted they are both basically free perks in the addon slot.
Again though - Right now all I want to see is their hit reg updated for the power. I feel any other changes may be excessive as strong as the killer seems.
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Nerf - Nurse : I would specifically change it so that pallets have some sort of effect on her blink. Possibly either blocking teleports past dropped pallets or slowing travel time before you land if you pass through a pallet.
Buff - Trapper : I'd give them an alternative fire to their power on a lengthy cooldown that respawns all unarmed traps closer to the area you're in. While still RNG it would allow Trapper to reroll where their inactive traps are so they do not always need to walk to the edge of the map to retrieve one of their traps. This doesn't necessarily change their power at all but gives other options to allow BHVR to keep this killer at the power level he is currently as they prefer.
I have opinions about a lot of other killers but I'll stick with killers I've loved since the start of the game.
I'd also make it so all flashlights interact with killers powers again but I have a bias for wanting the flashlight and other existing items to do more. Flashlights used to stop killers from using their power or interact with some killers and I want that to return and be expanded on. Yes it's technically a nerf but I feel this added a lot of depth to DBD.
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I don't mind the kit itself but I would prefer the auto aim on the power be fine tuned so it feels like the killer needs to aim and not hit players through walls. I speak with experience on both roles as well. The power itself is very strong but it's the jank that makes it feel terrible to go against at times.
And again personally I can deal with the power being this strong but all my teammates struggle to keep a chase against them atm so I'm unsure if I'm being too reasonable with my views on the killer atm. Will likely shift views in a week and gauge it better once everyone adjust to power more.
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Even with all the disagreements I actually love seeing the community cooperate in discussion over the preview of the rework. We all want the same thing and hoping the early previews help BHVR make the right decisions sooner with community feedback.
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So to make sure I am understanding
The drone portion
- You know the direction the scans are going but never where the actual scans are as survivor (Why? Is the threat that small for getting scanned that seeing the lines doesn't matter?)
- The SM can take over a drone and use it to crash into a target to damage it destroying the drone in the process
- The scans on drones no longer give hindered, haste, lock on or claw traps - what about broken?
- Drones have limited power so they cannot be used for excessively long camping (Exit Gates, Hooks) - How do they recharge? Do they just start with a full charge before placing them?
- Drones only activate to be flown if a survivor walks into the zone triggering it (Can someone clarify on this I feel I am misunderstanding this bit)
- The radar as far as I understood is replaced with "Red Light Green Light" During green light which is announced globally if you are sprinting or performing a rushed action you show up on her radar / are revealed. This is fully separate from the drones.
So to summarize it she has two abilities that do not interact with each other. Her drones are placed on the map and the two functions they have is to be placed to eventually be used to attack a survivor and if a survivor walks into the scan lines they are revealed to the killer while also being informed they were shown to the killer. Additionally she just has an alt power button that scans the map and shows survivors on her radar.
I am not going to debate on the old power but the new power itself I actually like the idea and I felt like this is how she should have functioned in the first place at least with the drones. I feel the new design is a good step in the right direction making her more clear on what she is supposed to do. Although I can't help but notice her drones and the global scan doesn't interact with each other. She also doesn't have undetectable which seemingly enough people don't like seeing that go.
What if Skull Merchant built up a meter by attacking survivors with drones or scanning survivors? Once that meter was full she could activate Red Light Green Light but it had Undetectable with it? I feel just aura reading on its own is kind of weak and survivors are already told this is happening which is fine. I feel though there are too many tells for survivors to care if their position is revealed and adding paranoia to that would be ideal. If you standing still made you question if you were letting SM get closer to you I feel that would be a great way to add undetectable without overwhelming her kit. No haste, no hindered, no exposed or broken. Her loop revolves around avoiding the drones and then her when she eventually goes into "Hunt" mode.
Overall I like the direction of the rework but she very much on paper reads as extremely weak and not much of the power really seems to synergize with each other - I would have to see a visual example of this killer to really get on board with it.
tl;dr
I like the idea but
Drones - You would have to be opportunistic with them to damage people due to battery life. As for how they scan I won't comment on.
Global Scan - Extremely weak because it informs everyone you are using it without any extra benefits other than they know they are visible if they move - This should have undetectable to SM or oblivious to survivors affected otherwise this just seems like a way for SM to bait herself into an extended chase against good survivors who want to be chased.
EDIT - I missed this part
If a drone is disabled, Skull Merchant's aura is revealed to that Survivor,
Why? How did I miss this. Why would you add such a massive downside when the drone is already getting disabled. SM has no presence on the map in this rework outside of remoting a drone. It makes no sense to reveal their aura.
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I never noticed that until now but admittedly if what I believe I'm hearing different I do prefer the old one. When did this happen?
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Honestly I tried to type something to say yes but then I really thought about it and I don't really enjoy most killers atm because I either have to sweat to play or run meta perks on weaker killers that slow / regress gens. As survivor my fun is dependent on what map / killer is active and when I keep getting Swamp or other unfun realms I feel like my sessions are much shorter.
I think the main thing keeping me playing atm is I'm on the grind for Prestige 100 on Ace and honestly don't know how much I'll be playing after that.
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I would love extra mechanics expanding on what we already have but I admit over the years I've changed my POV that extra objectives might be a bad idea. For some killers I feel that they aren't that engaging and feel like errands. Freddy and Sadako are examples where yeah it makes sense why they exist but it feels like a chore to do them even if they're a simple action.
I like Singularity's EMP because it forces engagement with Singularity's power and you can even help teammates out with it and I feel side objectives tied to killers like that are great. I'd also point to Wesker and Nemesis as well. Imagine if the syringe or spray was just a station you could only use on yourself? They'd probably be hated much more than they currently are.
The main "objectives" things I'd like to see is for Dull Totems to have some sort of use even if the perks needed to have them be used are not present and more useful / risky chest in games that can be opened with keys. I feel reworking a lot of old items and offerings that need a bit of extra love should go over the idea of extra objectives though.
I am open to anything that is healthy for the game and keeps it fresh but I've seen DBD is a fragile ecosystem with how it plays so I personally wouldn't really suggest anything new.






