Dustin
Dustin
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I'm more interested in what the map could possibly be. Excited for the survivor as well.
I doubt it happens but add a Dwarf.
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Wicked is fine. Going to be honest I run this perk but I've literally not seen a soul run this perk since the chapter so maybe I'm lucky / unlucky.
Wicked's main use is unhooking yourself from basement. Outside of that all it does is show aura of killer when you're unhooked. If you're getting bullied by survivors it's absolutely not because of this perk. If you get teammates who are useless with this perk they were honestly going to be useless without the perk.
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Wait what the hell what? That's awful.
My condolences.
Found a bit more info online about what she was going through - that's awful considering alongside how they were being harassed for their VA position in DBD.
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Killers shouldn't be able to see survivor profiles or names while in the pre-game lobby. Same rule as survivors shouldn't be able to see killer loadouts until everyone is out - Took BHVR years to get to that change and this is the same concept. Anonymous mode should hide survivor cosmetics and prestige in pre-game lobby to killers.
I hate lobby shopping.
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I admit I don't care for either Freddy but if I were to compromise between both I would simply just add onto their power to where instead of teleporting CTRL would toggle between two states of the old and new power. Just the difference is CTRL would no longer teleport and you'd have to toggle into alt power mode to put people into sleep or target a generator to teleport. The only thing toggling into current power would do is just make it so you can M1 people normally and be seen.
tl;dr
State 1 - Ability to set Dream Snares and Dream Pallets
State 2 - Ability to teleport to generators and put survivors to sleep from a range - Makes you invisible and unable to attack awake survivors in this state
Would likely buff alarm clocks though if Freddy had both. I prefer newer Freddy but I am genuinely not satisfied with Freddy's power and never really have been - Just would prefer Robert Englund Freddy though. No offense to the guy who did remake Freddy but you cannot top Englund he's a legend for a reason.
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@Emeal said:
An exhaustion Perk and another regression perk for people who don't have the money would be very nice.
But for what reason really? Chapters and their Perks are very affordable and unlockable, it seems this suggestion would only work to give Otzdarva peace of mind as hes the only one I can recall who has really pushed for general perks in this way. I have a feeling bHVR is pretty happy with their system and how perks are unlocked tho.
What I would like most in regards to to perks, is for bHVR to put an unlock discount on perks they have designed to or turned out to be very good for new players. Your Windows of Opportunity, Fogwise and others. That would make me sleep better at night.
Personally I admit my bias is I started very early on and that feeling that we occasionally would be given freebies felt great. My personal favorite example is when Huntress and David was added - while to me I don't care for either that update has left the biggest impression on me for this game. I just feel occasionally giving EVERYONE access to something immediately helps shake up the game a little bit. Shattered Hope was the last universal perk we received that I can recall and prior to that I cannot even remember. I just feel like outside of it shaking the game up a bit free universal perks are a great way to introduce mechanics to players immediately. NOED was changed to a hex when HEX's were introduced and Monstrous Shrine was turned into a Scourge Hook perk eventually.
I feel an exhaustion perk, maybe a boon perk and a regression perk for killer would be great things for BHVR to eventually add for universal perks as it helps introduce players to mechanics and just in general more players have access to more stuff immediately. Hell possibly even an Invocation perk but I'm on the fence about that personally.
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I enjoy all these insane theories on how it's going to be FNAF
The community gaslighting itself never gets old. Admittedly Thanos one is pretty lit on that post.
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I feel like for survivors there should be a Universal Exhaustion perk available and for killer there should be a free regression perk not tied to any specific character
Past that I feel like we should make all the currently Universal perks more relevant.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708349#Comment_3708349
being able to look at other profiles actually was why i took my first break from this game.
i learned from i dont know where that you should inspect the survs to spot potential hackers and all i learned was that the game consistenly threw survivro at me that had like 5-8k hours when i was at maybe 200. i was already frustrated before but that was what pushed me over the edge.
maybe pregame lobby should just go but then killer would also loose the ability to prepare for items wich i think is a good thing
I understand that last issue of items being in play or not but tbh I just feel that items should be more available in game in general - There should be more pickups and just in general more chest and a variety of items in game you cannot take out of the trial. That way perks that affect items are always relevant.
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I agree killers shouldn't be able to see survivor names or even prestiges - it causes too much lobby shopping or even cases where the killer looks for a public profile to see who has the lowest hours to tunnel that player.
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I'd like to see a perk for survivor that allows you to use a Toolbox as an improvised medkit or the other way around.
I'd also like a perk for survivor (with limited uses) that lets you throw a pallet and if it doesn't hit anything it rebounds back up into an undropped state.
For killer I'd love for there to be perks that offer travel of some sort. Maybe one that allows you to destroy a dull totem in order to quick travel to the basement for example.
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I try to play killer and I keep getting crashes and it's painful to motivate myself to keep playing so I'll just wait until the crashing is fixed.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706494#Comment_3706494
But still, balancing around sounds are weird when we talk about accessibility every day
I absolutely agree with you - BHVR can't make up their mind if they want to prioritize one or the other. When you make a game where visibility and audio cues are heavily tied into balancing it makes no sense to not have a wide arrange of options to players don't use the excuse to use third party external programs.
Personally - I don't see it fully possible to balance the game with visual and auditory cues and mind and accommodate all accessibility features. One of them is going to suffer more than they should in terms of quality of life.
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- Game uses sounds for balancing
- It's third party software not everyone has access to that can give an advantage based on the description
For DBD where sound is used for balancing yes it's blatantly cheating. It's almost comparable to stretched res where people said it was just for looks but it affected gameplay. -
I had high hopes for this ptb and I'm sad that the Twins rework was a failure but I'm glad BHVR was sensible enough to roll it back.
Don't really care about the rest of the PTB for the most part.
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@EntityNea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701873#Comment_3701873
Even if some people would use it randomly or for a specific match they just didn't have fun in, thousands of votes would eventually show cases that are more common where people have fun or don't have fun.
IMO it should be a simple upvote or downvote tho. Seems excessive to have a multi-choice grading system. Like what's the purpose of voting in the middle?@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701873#Comment_3701873
afaik that is exactly how it is used tho. There's a somewhat old thread somewhere with a dev (I think it was a dev reply) where they said it's used to get a general feel and to see if there are certain constellations/co-occuring factors that result in a negative rating significantly more often. It's by no means perfect but it's a bit of a smoke detector. With a smoke detector you don't know if it was just that seared steak and everything is all good - or if the whole room is about to be ablaze. But you get a heads up to look into it before it's too late.
I agree with removing the middle three options it just doesn't logically make sense - Yeah I get that overall it can be used to categorize player satisfaction per game but there are so many variables on why a player could be rating a game?
Liked / Disliked a perk in play? A killer in play? Addons? A specific person? A griefer? The map? An offering? Didn't get your battlepass challenge? Maybe you were tilted? Crossplay players? Cheaters? Lag or high ping?
How do the developers even take into account these things? I feel a lot of this without contextual answers can mislead what the data would be used for. I feel like it should be a "Did you have fun? Yes / No"
After you click it then it gives you 4 random questions you can then pick with the 4th one being none of the above. I feel like something like that would help players feel like their voice is heard but also give more contextual info to BHVR.
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I feel the "Did you have fun - Rate between 1 - 5" is absolutely useless because the rating has no context to the developers on why I give it that rating. It just makes me feel like the data is going to be misunderstood or misused if it even is used.
You won't know why I rated it a 5 and you won't know why I rated it a 1. So the information is useless because if you think for example I'll enjoy every game on Midwich or I'll always enjoy playing against a Hillbilly you're misusing the data. The only thing the rating is for is "What do these games have in common"
If I knew how it was actually used I'd use the feature.
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@The_Krapper said:
This is the billy I was talking about in the other thread @Dustin
Probably the same one I've ran into.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700703#Comment_3700703
No afraid not, they're live streaming themselves doing it and trying to sell the cheat but I'm not allowed to post their name as crazy as that is
This is exactly why I don't bother - some of them have free reign on YT / Twitch - I can't call them out even though YT / Twitch algorithm is literally recommending their content to me just because it's DBD related.
Also all of you replying about them DC'ing prior are missing the point - Who cares if they DC'd on their own outside of a game with a cheater. They have a valid point quit dismissing it.
During the last event I ended up DC'ing twice because multiple cheaters holding the game hostage. These things happen and it's frustrating because most of us unlucky enough to encounter these cheaters just have to eat ######### for the game. Not all of us have all day to play games.
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@The_Krapper said:
Better than the A.I. hacking Billy I've ran into like 4 times this week and still isn't banned, instantly teleporting and downing everyone and hooking
They get banned it's just it doesn't matter because the anticheat isn't full proof and they just hop accounts in less than a minute. I've gotten the same person banned multiple times but it doesn't matter.
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If we were to get another Resident Evil chapter the only characters I could imagine that would be somewhat fitting is a Tyrant / Mr. X / Super Tyrant or Heisenberg from Village since their power potential is quite high.
Past that yeah Lady D may be more notable from Village but she's not really interesting before she transforms and you know - She can't really fit on the map during her transformation.
As for additional skins
Chainsaw Man / Dr. Salvador from Resident Evil 4 = The Hillbilly
Jack Baker with Chainsaw Scissors = The Hillbilly
Mr. X / Super Tyrant = The Oni
Ivy = The Unknown
If Lady D was a killer I'd assume she'd need a special crouch button specifically for doors.
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@EvilBarney666 said:
Robert Englund Freddy Krueger skin.
https://us.v-cdn.net/6030815/uploads/KX96AFUJWOK8/freddy-krueger.png
Just licensed skins for Freddy in general and Myers.
Absolutely Robert Englund though.
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Wanted this for ages as it would make Freddy more interesting to verse and would give Freddy players more options without isolating him to one thing in a game. I really don't understand why this isn't a thing already and it really feels like an excuse to pad out his addons instead of just giving him the option for his power.
I don't really like the state of the new power but never really liked the old one. Wouldn't be against a hybrid of the new and old but again I'm just wanting Freddy quality of life changes and buffs.
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699142#Comment_3699142
Agreed. In my opinion Freddy's biggest flaws are:
- A lack of agency. You can only play in very predictable ways with him because his power is so straight forward. There isn't really anything you can do to surprise survivors with his kit. Everything is telegraphed very clearly and he only has 2 abilities.
- Too many safety measures. Think of how many things the devs have put in place to keep him in check. There are currently 5 ways to wake up: Adrenaline (I'm glad, they'll remove that), missed skill checks (Why do you need an iri addon just to not be countered by survivors messing up skill checks?), alarm clocks, wake up interaction and getting hooked. No other killer has that many restrictions to their power.
- Too much counterplay for too little play. Without the Paintbrush, you can basically force him to play pure M1 killer the entire game. Usually, counterplay should be in place to give survivors a chance to delay the killer. But here it feels like Freddy is in place to delay the counterplay, which doesn't even work because they wake up even when you hook them.
- The absolute lack of creativity in his power. What reason does anyone have to play Freddy? It's only the character. The power is so dull, that you really have no reason to play him for that.
Freddy should be the master of the dream world. A real threat any time survivors fall asleep. But right now he feels more like a Sharp Hand Joe than the dream demon Freddy Krueger himself. They could do so many interesting things with Freddy. There could be dream hooks, illusions, fake alarm clocks, fake team mates all combined with his old kit. He could have one of the most unrestricted mobility powers because pretty much anything could be used for him to teleport to and it would still make sense.
Why does it feel like Freddy is only a part of the dream world rather than the one who is in control of it? Why is he almost as much of a theat outside the dream world? How can he be in the dream world the entire time but survivors that are awake can see him, stun him and be hit by him? Even just the implementation of his power doesn't make a whole lot of sense.
I agree with all of this and what bothers me is yes Freddy should be the master of the dream world. I have always envisioned the clocks taking you to a boiler room where you actually have to wake up and ever since Xeno and then the one event that takes you to a small island area (Blue thing forgot event name sorry) I feel like that mechanic should go to Freddy. Would be unique and thematically play into the idea that you're in his territory now. Maybe not what he needs but just the idea of Freddy controlling the dream world is something I felt wasn't truly explored with the character and why I feel like the entire chapter as a whole could be better.
The old power was kind of like that but I feel like BHVR can do better now.
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@MaTtRoSiTy said:
The only real change I want to see is infection should be cleared when a survivor is hooked.
As currently Wesker can be a tunnelling machine due to survivors coming off hook already hindered by full infection. Wesker is already strong enough that he doesn't need this imo
I do feel that if you change Wesker so infection clears on hooks some Weskers would adapt by slugging to keep infection because realistically with infection what are you going to do versus a Wesker? You're already slowed.
I do agree with you I just imagine that's how people would adapt to not lose infection - It sounds stupid but notoriously a lot of players try to get the most out of debuffs.
Personally I'm in favor of either your solution or Wesker's not being told at all where a survivor is when they cleanse because I feel both cause tunneling.
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For the most part I feel Wesker is fine but I still stick with my opinion that I have since he was released and that he shouldn't get killer instinct when survivors use first aid sprays. He has addons to track survivors after using it if they want to tunnel it makes no sense why he also just gets killer instinct.
I'd be fine with removing hug techs though although that does remove some skill expression.
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I feel DBD is only balanced when everything is truly random with some exceptions. Map offerings remove that randomness for the most part.
I feel my personal frustrations with map offerings come from two simple things.
- They bloat the bloodweb because every realm has a map offering on the bloodweb - I feel that map offerings should be limited to two max per bloodweb VIA a mystery box - When you unlock the node with the mystery box then it gives a random map offering or maybe even multiple map offerings per box at an increased price. Maybe not even have a mystery box but a package on the blood web that shows the contents of it when you hover. There are plenty of map offerings we don't see because there are so map offerings two being sacrificial wards (Which wouldn't be necessary if map offerings were handled better) and Blood Party Streamers.
- Some perks or characters (On both sides) are really difficult to deal with when map offerings come into play - On Eerie Of Crows for example Boil Over is very problematic and while changing the map itself to address this could be a solution it shows that in most cases the main use of map offerings outside of the rare (I really like this map) is to abuse perk or killer combos. An additional point is map offerings can show how busted some characters and perks are in certain scenarios.
I'm fine if map offerings exist but not in their current form - I feel that the specific idea that map offering guarantees a map realm should go.
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Myers and Freddy overhaul - Something added to the game that's as impactful as EGC.
Don't really care about anything else too much.
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Bring it back if Myers has been stalking a survivor for an extended period of time at a distance but as a tradeoff give him a bonus for doing so.
I would love for it to make a return in any capacity though - Great tune.
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Either a 2v8 gamemode or a gamemode where there are two teams (1 killer + unique survivors per team) where it's Capture The Flag.
I'd love to see some capture the flag gamemode where the killer defends their teams flag and the survivors steal the other teams flag.
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With Twins getting changes I'd like to see Freddy revisited for some power reworks on both snares and dream pallets in some way - Honestly dream pallets are so weak that I feel Freddy should be able to use both Snares and Dream Pallets at once. It would make Freddy more diverse with their power and again waking up is already easy so I feel it's fair.
Outside of that - for some quality of life buffs Michael. Mostly just stalk distance, more control over EW3, less of a cap on stalking per survivor and a rework on tombstones + the achievements. For example I feel making tombstone easier to get but instead of an instant kill it takes a hook state instead would be more fair - something along those lines.
There are a lot of killers that I view as problematic like Skull Merchant and Nurse (Maybe not Blight after update) but Myers and Freddy are the only ones that are really just neglected atm.
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One thing I'm assuming is you can no longer prevent people from leaving through the exit gates with Victor now when they're healthy. Wondering if that's the case for injured to downed survivors.
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I kind of get Adrenaline minus the speed duration but the cooldown on top of other Ultimate Weapon changes just seems a bit excessive. Don't get me wrong I hate the perk but I feel like it was over nerfed.
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My honest guess is once Victor downs someone they stay attached to the survivor so that way if you're across map another survivor cannot heal the downed survivor until they forcefully remove Victor.
I actually enjoy Twins gameplay so if this makes them relevant I'm all for it - It wouldn't solve all issues but at least it wouldn't fully punish Twins for downing someone across map.
Maybe on down it will auto switch back to Charlotte giving her a speed boost if Victor downs far enough similar to how Trapper gets haste when setting traps.
I still feel slugging should be an option but I hope that any changes makes it so that isn't the only option or forces you into one situation you have to commit to.
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Well I suppose it is as black and white as I see it but jfc it's painful having my only bit of freetime essentially stolen. Either I can't play for the time I run into these rare situations or I dc and do something else.
Normally this doesn't happen but during the event I've seen so many people just blatantly cheating it gets tiring having to record each game and upload it.
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Narrow the road and make the buildings more interesting other than "There are 2-3 windows per house minimum"
Why is the main focus on the houses windows? Even badham as terrible as it is has a house with a pallet in it. Surely the houses can be more than just windows.
Either way I'm glad the map is getting looked at but I don't see adding stuff to the road itself as fixing much but I'm happy to be wrong about that. Less of a deadzone sure but are the houses being looked at?
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Freddy, Singularity and Twins
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Neither should be banned but the achievement is stupid. This type of gameplay is all on BHVR not the players.
For clarification - This is the equivalent to banning someone for the old school hatch standoff. Both players have the ability to end the game but they choose not to.
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@Mentally_Mechanical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681081#Comment_3681081
For me, the risk of a rushed action, at least in the case of lockers, should be the volume of the action itself, not broadcasting to the killer you just launched yourself into a locker while on the opposite end of the map.
Consider this, an idea that just came to mind: instead of scratch marks, what if survivors left prints? A more subtle indication that a player has ran through that area, rather than the big red marks that go everywhere. Predator might be seen more positively in that light. It'd likely not work on a lot of maps, unless it was something like a highlighted footprint, but it's still an idea.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681082#Comment_3681082
Basekit Lightweight would be the perfect compromise I think. You know a survivor was in that area, but it's less precise and doesn't last as long. I'd be in favour of that.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681084#Comment_3681084
That's unfortunately always gonna be an issue I think, regardless of how good stealth itself is. I take (calculated) risks when I stealth, but not everybody will. Just one of those things we have to accept, I think.
I pretty well accept it and fortunately those type of players I mentioned are rare but they absolutely leave a stain on the idea of stealth in DBD even though it's absolutely smart to play to waste the killers time.
At the same time though I would agree that stealth is underrated - A lot of people don't really do enough to remain hidden but at the same time I feel a lot of people get discouraged with the slew of tracking perks the killer has now and it's a guess whether it's worth it to try to hide or just leg it.
I'm fine with either playstyle though as long as survivor players do their part in a game.
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I feel stealth is undervalued but at the same time it's also detrimental when it's not communicated among your team that's how you will be playing and gets the non stealth players of your team focused out. If you have a teammate that's good at running the killer it's not really an issue if people are doing gens but in most common games that's simply not the case.
I do feel there are varying levels of stealth but my view of what most people refer to stealth as is as you mentioned. Past that I think it's fine to play stealthy and usually smart as well. Eventually the killer will find someone and it's ideal it's not someone doing the objective or on death hook.
My only gripe with "Stealth" is a very specific small pool of players who will absolutely take zero chases and run Distortion / Urban Evasion and just hide and will not do anything risky even if they have zero hooks and your entire team is all on death hook. Those players are what makes stealth an annoying concept in DBD at least from a survivor POV. They took zero risk in the game and likely either they'll be the last alive or they will die on first hook because their team cannot take a risk to save them if they even have a team at the end of the game.
Playing stealthy is usually the smart thing to do though -- But at a certain point you have to show up to help take pressure off of your team.
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I admit I prefer Lullaby over Devour for fun factor but you get more mileage out of Devour quicker than Lullaby. Lullaby is still mostly RNG because while it's strong once you get 4/5 tokens a survivor even getting a skillcheck is the issue. It's a perk that can be ignored while Devour can't.
I do run Lullaby on Freddy but it's more of a gimmick than anything doing that.
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@Nazzzak said:
I know the Blight winstreak was ended by a 4man who came prepared. I believe they were stream sniping and readying up at the same time as the killer until they finally got in the lobby. I know the content creator isn't happy about that. I didn't know the Nurse streak had ended though.
If you to showboat a winstreak don't expect anyone to be impressed if you cherrypick your lobbies. I don't know why anyone is going to be impressed by a winstreak by anyone when it's either you and a bunch of coordinated survivor buddies playing better than the average pub game or a killer making games unfun for the average player by running multiple slowdowns and addons playing like their life depends on it.
A good Blight player loses against a good 4 man comp team and wants to complain they didn't get an easy uncoordinated lobby against normal players. I don't know what's crazier is that the blight player complained they lost to stream snipers or it took a 4 man comp team stream sniping to finally get into a blight game after almost 2k games just to even have a chance to beat the blight.
Both sides would absolutely destroy me in a pub no questions but winstreaks to me is just content creators ruining games for the average pubby.
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Skull Merchant - Some games are genuinely unwinnable without strict communication against her. Drones shouldn't be allowed to overlap at all for starters but just in general the killer isn't fun to play against. The mechanics of disarming a drone is super cool and the radar is interesting but everything that comes with it is unpleasant. Killer has way too many things going for it for how braindead the killer is to play - Requires no thought while in chase and you can play them just about the same at all skill levels.
I used to think harshly against Spirit but overtime after some changes I'll admit while I still don't enjoy the killer I was wrong about Spirit. I don't see my view changing about SM unless they get a rework where the killer only focuses on one thing. Way too much ######### in the killers kit for how little effort SM has. Why does SM get undetectable? Why does SM get haste? Why can SM slow down and break survivors without even being in chase with them?
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I used this perk for the first time and I actually felt bad using it. The only other time I've ever felt bad using a perk was Dead Hard but that's because it was old DH when it was broken. This perk is actually so useless and I didn't even get full value from it because a few gens were blocked. Worst part is I had to commit to it or the time I already invested into it would have been wasted.
I admit I don't see a reason blocked gens should prevent this perk from affecting it. You're not adding charges to gens to progress it but instead you're reducing a value from the gen required to complete it.
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Regardless of the reason I would agree that the report system BHVR has as a whole could use improvements. There have been recent feedback changes for players reporting which is great but there's still a lack of tools / options for players.
I doubt the cosmetics go anywhere but I'd hate to see them restricted in some way because a minority of losers who play DBD.
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Didn't know that so thanks for finding out for the rest of us.
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Two types of Traps - One that's good with planning ahead (Current) and a new trap that's able to be used in chase but isn't oppressive. The reason there should be two is so they can be adjusted separately because I feel you can't find a sweet spot just balancing one trap. Without traps set up for a chase Trapper just has to rely on m1 and perks. I know with a trap set he can be super oppressive but that's why I feel two types traps would help alleviate this issue.
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It is a terrible map but I still missed it. It did a lot of unique things first and has a lot of nostalgia value. It definitely could use a huge gameplay / balance pass though.
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Well speaking from living in a town that has had an arcade with a small theatre sometimes stuff just gets thrown out to be thrown away and is just dropped on a curb. If you wanted a logical explanation it likely was just thrown out and misplaced or mishandled.
I ######### love the new map though regardless of reason. Reminds me how my city used to be 20 years ago in some odd way. Minus the murder.
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I'm looking forward to more perks of this type but I feel there's not too many strong effects you can give a survivor in exchange for a health state. I can't imagine many perks of this type existing past maybe a couple.
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Would have preferred a new addon for Clown's iri as the one hit down just seems to be an outlier but also a bit hard to balance and unfun.
Overall though I'm pretty happy about a lot of the changes - Huntress just in general didn't need any changes but at least one of the more egregious changes was Axed. Super hyped for The Unknown though.
I'm fine with The Pig change and just removing the aura reading is more than enough to discouraging hovering around boxes. The Pig should be encouraged to take advantage of ambush more and I wouldn't mind seeing it buffed more. Having the roar play on a charging initiating rather than it being charged would be ideal for actual stealth plays. Possibly even delaying the sound to only play at about 50% of the meter instead of at the very start of the charging would be okay too.