Dustin
Dustin
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My guess is she gets the Trapper treatment where when the drones are disabled SM has to physically walk over to the drone to pick it up and reclaim it instead of it teleporting to her stock.
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Can I use the survivor as a meat shield for the fire since I'm kind of dangling them in front of me though?
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At least with old Legion my game would be over in a reasonable time. With SM I basically have to accept that I'm not breaking a 3 gen if they don't want me to and let them kill me or go through 15-30 minutes of torture minimum or until my teammates have already given up.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539644#Comment_3539644
Only thing i would agree with is screaming.
Chase Music etc is meant to be loud balance wise.
I'm fine with chase music and such being as it is now - I get it's to muffle footsteps / breathing / etc. At some point this was a point of discussion and BHVR fixed audio so it wasn't overwhelming in chase so hopefully that specifically never becomes a topic.
Just hook sounds are like - Look I know they're in pain but it feels like the VA is physically leaning over to scream in my ear with how loud their scream is compared to literally everything else.
"Alright Feng on the hook you g-"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
Then I tab out of my game for the micro second I was listening to the audio while my ears recover.
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I'm glad that I can alt tab DBD on PC when hooking or being hooked or I would have uninstalled the game a long time ago. Hooking is so unnecessarily loud and lumped in with other audio effects so I can't tweak them.
There should be audio sliders for gameplay specific audio (You can lump it all in one idc) and then an audio slider for various miscellaneous things like someone being hooked in your proximity, etc. I get an argument can be made for balance on all audio sources but the scream is very blatantly louder than everything else.
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Suggestion based off of what I perceive the perk originally intended to do which is be a jack of all trades to save slugged survivors.
- While within 16m of a survivor in the Dying State gain 7% Haste for 30 seconds. Haste effect lost when moving farther than 20m from the survivor in the Dying State.
- Haste effect is lost after there are no survivors in proximity in the Dying State or after the timer expires. Perk goes on cooldown for 20 seconds.
- Healing a survivor from the Dying State grants the survivor being picked up Endurance for 10 seconds.
- Injury requirement removed
Now it's more of an altruistic perk more focused on anti slugging but it's very neutered and just an alternative to Background Player. Personally I wouldn't really change the perk but if you really wanted to stop it from being abused that's the only rework I can visualize that keeps its intended (assumed) purpose. I don't feel like the perk is fine in its current state but admittedly I wouldn't change it. Intention is to increase the potential use to save someone but reduce its consistency with running the killer all game with it passively.
Honestly though I feel like if it's problematic to the point where people don't want it passively increasing MS in chase the perk should be redesigned entirely. As in no Haste or Endurance - Just a new perk entirely. Although I don't believe this thread is specifically going for that approach so there's my suggestion.
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Hey that's awesome and thank you for the new pictures! Looking forward to all the changes you plan!
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Oh sick new pictures are finally added. Would be awesome for some outfits like Hunk to be added but I'm content.
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@Jacho said:
Curiosity.
But of course, if you say he's bad, I will come at night to stare at you from the darkest corners of your bedroom.
But of course, if you say he's bad, I will come at night to stare at you from the darkest corners of your bedroom.
What if I say he's one of my favorite survivors but still want someone lingering in my room? Should I lie?
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Look - I'd agree that the forums are overreacting on wanting extreme nerfs. However I still would say the turrets need small buffs and I find it hard to argue against that. Most of the stuff the turrets need are quality of life stuff anyways. For example there are some maps and tiles you literally cannot place a turret where it would even be remotely useful due to the radius required to place one. That's even after it was reduced.
Personally I feel the Xeno needs a bigger penalty for missing the tail attack but past that I think the killer is solid. A penalty wouldn't even affect people playing the killer well which I feel should be the standard for most killers. If you play well you get rewarded and if you play poorly (Missing attacks constantly) you get punished until you play better. Even so - A penalty is debatable but I'd prefer any changes given to Xeno be prioritized on the turret.
Everything else about the killer is pretty solid and I wouldn't want to see the actual power level of the Xeno changed. It's in a sweet spot right now.
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@Dwight_Fairfield said:
https://www.youtube.com/watch?v=AuMVJ7SHM8U
I think Mr. Jund is on point about this.
I agree with Scott's point on it takes too long to setup for how little it Hinders Xeno. That's why personally I feel movement speed should be increases a little while carrying a turret. Takes far too long to setup for the turret to potentially do nothing.
They also mention punishment for missing could potentially be larger. I do agree that destroying a turret could slow you a bit more but I feel that would be an annoying solution for the killer.
I'm not on the pay2win or overpowered boat but I do feel Xeno is a bit overtuned and could be toned down on something.
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I agree with a lot of your points but I'm still indifferent about how I feel about Xeno. I do feel in some instances they are very oppressive in chase but at the same time I don't have issues with playing 50 50 mind games against Xeno in chase as survivor. That being said what usually happens when I dodge the tail is they're immediately on me still because of lack of penalty for missing and I just get M1'd. Personally the only thing I'd kind of agree with is the buff they got for missing changing their speed from 1.2m to 2m should be rolled back. Everything else for the most part I'm fine with.
Movement speed after missing a Tail Attack has been increased to 2.0ms was 1.2ms whilst in cooldown
That specifically to me was surprising to see and felt super unnecessary.
I'd like to see the turrets buffed slightly just to see if that would help with the intended counterplay. The only way I'd really see it fair for starters is reducing the radius needed to place them and increasing survivor MS speed while carrying one.
Personally unrelated to your points - Regarding your title I don't agree with pay2win. It's still very possible to lose as this killer hard. I just feel the concept of pay2win and DLC in a live service game gets very skewed as a games lifespan goes on.
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Look I get Trapper is the poster boy of DBD but I was expecting Blight when I saw the words Pinball and DBD put together.
Really cool though - May actually try it. I miss 3d Pinball from Windows XP.
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Ah okay that does explain a bit. I don't have issues with evading the tail in 50/50 mind games but I notice that once I dodge the tail they just run me down and M1 since dodging usually puts me in a bad spot. I thought it was just the buff they gave the movement speed in general for missing an attack.
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/389960/nerfing-xeno-singularity-2-0
nobody enjoys going against killer without penatlies uppong missing / failing attacks like yaaaay i did a good play and i dodged a tail attack *few seconds laters* ohh the killer can just use bloodlust while using the tail and miss over and over without a considerable penalty , okay.
they just need to revert that change back on honestly missing the tails attacks should be more impactful with how easier is to use due to the drag mechanic.
Oh you still gain bloodlust if you use tail attack and miss? It doesn't reset?
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@Quizzy said:
Kinda sucks how only a select few are getting these hidden updates. I would like to hide my prestige until end results. I would like to see my perks on the side of screen to remind me what set build i have on currently on my character. It cant take that long for everyone to get these small features.
One of my friends ended up getting the perks to the side while I didn't and neither of us don't understand why. They thought it was a default thing now and I thought there was a beta in the options you had to opt into. I don't get why the beta thing in the options was added if we cannot "opt" into this.
@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/389940/hidden-updates-for-the-elite
Instead of spinning some elitist narrative just be happy Behavior attempting to approve match making. Personally i think the prestiges should be visible as a way to gauge the team experience level.
I just feel that if we need prestiges visible to help determine a players experience we're just going full circle with showing ranks. The thing is ranks were far less intimidating because it's less emblems covering a broader spectrum. Prestiges gives you too much info on someone's potential time and until lobby shopping is addressed they should be hidden.
Alternatively - I feel only survivors should be able to see other survivors prestiges if we leave it as is since survivors cannot see the killers prestige. Even so - BHVR purposely removed showing ranks in lobby during the short window it was there because of dodging. I don't get why they don't do the same with prestiges or at least make it optional.
We should have less player stats visible in lobby and focus more on better communications between players who cannot communicate. Mostly with loadouts or preferred objectives or something a player has. I just feel out of all the things BHVR could make shown by default rank / prestige seems like the worst options for us.
Cool that BHVR is experimenting with finally hiding prestige though I admittedly just don't understand why it's not already hidden when this was already an issue prior with rank dodging.
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Wouldn't mind if the radius needed to place turrets was smaller but outside of that I wouldn't really do anything to Xeno. Admittedly missing a tail attack seems a little forgiving but I don't find it to be oppressive or anything worthy of change.
Are people complaining about Xeno though? For once I thought everyone was happy with Xeno but I haven't seen many complaint threads as I've been busy.
@I_CAME said:
The thing is you can put Xeno back to where he was in the PTB and he'd still be strong. Some of the buffs he received were flat out unnecessary. From Behavior's standpoint it was probably done because they were afraid they'd end up with another singularity where the killer has an extremely low kill rate. That hasn't been the case at all and it actually seems like they went a bit too far. Literally no one is saying he should be nerfed to the point where he is useless. Wesker is strong but I never complain about him other than the fact that he is overplayed. That's because Wesker has fair counterplay. I will stand by my opinion that the tail is too strong and needs some minor changes.
Personally I don't see Xeno needing many changes if any but I admit some of the buffs Xeno got from the PTB were a bit surprising. Notably the MS one for missing an attack. Is that a normalized speed for those type of attacks?
But again - I don't feel the power level of the turrets needs changed. Just yet again needs the radius restriction reduced because certain maps are a bit artificially more difficult because you cannot place them in some areas.
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Did this just happen? What are the new voice lines?
If there were controversial things with the old VA it wouldn't surprise me if they had to "Rush" to get new ones and if that's the case likely will touch them up again regarding above comment.
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I love the new chase music - Much better than the old music
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Was a fun and interactive killer - The only complaint I had was the chase music was mediocre. Release notes say that the chase music was changed so maybe it's better.
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I'm excited for today but admittedly I don't expect many changes from PTB. I expect hitbox changes for the tail, bug fixes and possibly tweaks to the chase music.
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The coolest killer in my view is Deathslinger. Cool power, awesome chase music, great lore and a really cool theme being the Wild West. I think there are a lot of cool designs in DBD but I feel Deathslinger hits all the bars at least once for cool factor.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525164#Comment_3525164
I don't think it promotes tunneling, but even if it did that's 3 people (presumably at least a couple without traps) that are free to do gens to their heart's content.
Pig has no real chasing potential so it's not crazy to assume that three gens could pop while she's chasing the one person with an RBT.
You kind of have to tunnel as Pig with the exhaustion addon to get any value out of it because if you let them take the RBT off you weren't chasing them to begin with. It's a cool concept but I feel it could be reworked in some capacity to allow Pig to get value out of it and be able to break chase more.
Granted I'd say exhaustion addons shouldn't really exist and are more of a relic of old DBD. Also no - I don't care to use MFT because it's a boring perk. I know you didn't mention it but I've seen comments on the thread about it. Plenty of killers could use an addon pass to give them more unique addons and a lot of the time exhaustion addons feel like they could be better but ultimately it doesn't matter too much because exhaustion isn't the worst set of addons.
I think Pig is a good example of a killer who could just use better addons overall even outside of the exhaustion one.
To those arguing exhaustion addons are still relevant - My take is I'd rather have them removed and give the killers a stronger basekit and better more interesting addons overall. To me it's stupid that the high tier killers don't even need to consider them to perform well but the majority of the roster that has them has to use half their addon slots just to counteract a perk that enables survives to potentially abuse strong maps or prolong a chase. Ideally every killers basekit can handle exhaustion in some way instead of just holding W or running an addon. Just think - We have two addon slots and we have to potentially run an exhaustion addon that may or may not get value depending on what map we're taken to. It's the same issue like old Fearmonger. It only affected Exhaustion but outside of some perks it only gets value on certain maps and if a survivor is running an exhaustion perk fit for the situation they're in.
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Anonymous mode is a good addition because I don't have to deal with moronic butthurt players hyper analyzing my profile trying to attack me or my friends because they didn't get spoon fed in their game on how they wanted it to play out.
Just use the report system - The only thing I'd suggest to BHVR is when you report someone a ticket should be opened / emailed to you where you can add onto your report. Would cut out the need to see profiles since you can provide more evidence later.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523178#Comment_3523178
He would just do Skull Merchant’s job better. We can’t trust killer mains to not 3-gen with a Singularity like your example, unfortunately.
The difference between Singularity and Skull Merchant is SM makes people exposed which forces them to run. You can still tank a hit with Singularity even if they have a map wide presence. That's half the issue on SM as to why they hold gens so well. Immediate punishment if you don't respect the drones. You could only allow two EMP's and SM would still be better at gen defense.
That being said - I'd never want EMP's to permanently disappear from the trial. Would prefer they just be more scarce.
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The only update I feel BHVR made a mistake on was the Hillbilly rework for the most part. They've had bad updates but I personally feel there wasn't many major mistakes comparable to that one.
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I'd make it so you can't buffer EMP's if you're holding one or have had one in that box recently but maybe it would screw over team play. I feel a single EMP's power level is actually fine - two maybe reasonable. Any more than that that's conveniently available is what makes Singularity difficult to play.
The thing I'm going to chip in that's an absolutely must having played him enough - The window restriction either needs to be removed or reduced. It single handedly is what makes chases with them so clunky and inconsistent. I've been told it's 2meters from a vault location which seems right but that range limit sometimes prevents you from shooting a survivor that is slipstreamed already because they vaulted. Not because they broke line of sight but the buffer on the window that prevents you from shooting is in the way even though there's clearly nothing there. Just in general though it makes no sense why I can't place biopods closer. I get not wanting to hide the little vault indicator which is the fabric hanging on it but past that there's no logical reason to limit the range. It loses so many chases unless you have pixel perfect aim at times. Not sure if this has been changed already but I haven't played Larry since the last update.
To clarify on what I am talking about - You cannot place Biopods near / on top of windows. This sometimes fumbles with hitting a survivor who just vaulted.
Camera is disorienting to use in chase but there's not much you can do about that really.
@sizzlingmario4 said:
Imo a printer shouldn't be able to generate another EMP until the previous EMP from that printer gets used. So there can never be more than 4 EMPs in play at a time. Singularity's direct strength is fine, his counterplay is just too effective and too easy to spam. It's too easy for survivors to snowball and shut down his power compared to how difficult it can be to build up and maintain pressure with him.
I agree with this the most - It's pretty cut and dry but gets right to the point about the EMP's.
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Will be playing Armored Core 6 so no. Will likely pick up later on.
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I feel basekit Kindred isn't the right call but I'd be for briefly showing all the survivors each others auras when the hook bubble animation is playing. All it would serve to do is show who is available to unhook and I feel that alone would be all that's needed.
I feel for anti camp there should be a different solution other than to rat out a camping killer by having 100% uptime on their aura without a perk. Maybe an icon on the hooked survivor to indicate a killer is in proximity if they've been lingering for prolonged periods of time. The idea is just to know they are camping so you can make a decision on whether to continue gens or go for the save and not abuse the aura reading for an easier save.
I just feel aura reading should be reserved for perks and addons mostly. Also feel it doesn't solve anything making it basekit even with solo in mind.
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Plague's Ultra Rare that reveals auras.
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The only achievements I'm lacking is Outbreak Breakout and the Tools of Torment content related achievements but I don't intend to buy that chapter.
I used to care about achievements a while ago and would grind them but since I have the majority of them most of the time I just play normally without even looking at new ones. When ever I get the RPD achievement I'll just consider myself 100% because I vehemently do not acknowledge ToT.
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Seriously, ever since the bots were released, I have heard so many players parroting this.
I've heard people say this since 2016 about DC'ing - It occasionally gets mentioned in conversation but it's more the community going full circle on their opinion for the game.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514836#Comment_3514836
Sounds like back when they nerfed Pig by making her follow some "rule" that she's one of the few (if not only) killers that still follow the rule. That's one of the reasons "Nerf Pig" became such a meme.... They gave reasons for their nerfs, which made sense but then released new killers that by all right SHOULD follow the same rules as Pig, but doesn't. Her terror radius was changed from 24m to 32m to "standardize killer terror radius based on movement speed" but later killers don't follow this rule (and still don't.)
This video explains, it should start right at 3:15 with the explanation of the nerf.
I remember this change - I understand it but I feel compensation for the nerf wasn't that great but I try to think what power level is she meant to be with her kit in the first place.
This is what I imagine is going through BHVR's mind when they make strange changes - It may not be strong or weak it's just ticking enough boxes on what they want to be consistent across the board with all killers on how something behaves.
That being said there are some balance changes I don't understand what takes so long unless a full rework is planned. Notably Alchemist Ring for Blight. I'd have to understand BHVR's pipeline with balancing to really get in their mind and not view the change poorly.
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The only interesting thing about SM is the directional input when disarming a drone as survivor - Everything else is boring and poorly designed.
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I feel like the changes intention is they want things to be centralized around a killers power and even if Demogorgon is not problematic this addon checked enough boxes on things they intend to normalize among all killers with a specific set of rules. I cannot recall which dev said it but it was mentioned that other addons are also problematic but this one was easier to change regarding coding. They likely have a list of problematic ones or addons that do not follow new generalized rules they plan to keep addons inline with and this one just checked enough boxes.
Not saying it's a good change but I'm trying to rationalize why. That being said I don't think it's going to kill the killer - At least other addons were buffed and personally I'll take more accessible common / uncommon addons getting buffed that I'll use every game over an iri.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513604#Comment_3513604
Im more of a 2000ad kind of guy. I like them, it's interesting to see a bit of backstory about the characters. And I like to avoid spoilers so won't give too many details but there are some really cool references to other events in the dbd universe in the 2nd comic.
Story is at the early stage atm so should get better as it goes. Also if you want the charm make sure you get a sealed and not a preowned copy
Ah okay well that's cool and noted thank you - Cheers
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Oh okay thanks looks cool - I'll take a look. How has your experience with the comics been so far? I've only really read DC comics.
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513590#Comment_3513590
hope this helps. Depends what country you are in. I'm in the u.k. but you can probably find it on amazon regardless, they just overcharge and I hate that company.
There are 2 out so far
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Had no idea there was official Legion comics. Have a link to them?
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This is the only map that has this right? No other submap has its own offering if I remember correctly
There are plenty of licensed and non licensed maps that have a single map for one map offering.
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I'd be all for if there are 4 survivor bots then the killer can freely DC without penalty. I feel ending the game abruptly would be unfair for a killer trying to get an achievement or archive challenge which is sometimes why survivors DC in the first place. A good example is survivors DC'ing to deny the tombstone achievement for a Shape player. That used to be one of the reasons people would DC so their body would disappear and couldn't be mori'd.
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Dom Vriess as the survivor in the chapter from Alien Resurrection. That would be the most weird choice.
For context - He's the character in a wheelchair.
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If we get more anime licenses I would prefer just skins that have unique sounds and lobby music. I can't really think of an anime that could be an actual chapter (Ideally with a killer) aside from maybe Death Note. I'm not even a huge Death Note fan but that's the only one off the top of my head that could work.
There are plenty of shows I'd love to see outfits from the shows reach DBD for some characters. I know it's likely an unpopular opinion but Jojo's Bizarre Adventure while I'd agree thematically has no place in DBD - there are a couple of outfits for some characters that would look good on some of the killers. Kill La Kill is another one but that one is too suggestive for the obvious picks. I'll make the meme suggestion and say Dio's part 3 outfit for Trickster.
I don't watch much anime though so past the interest in cosmetics I don't have much else to add. I'll take note of some suggestions on this thread though on what to watch.
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2016 near launch on Steam - I miss the darker environments and the atmosphere the game had. I miss the weekly dev streams and seeing Mcote and the other developers talk about the game. Even if DBD's balance was never great at launch I do feel like Mcote and the other developers got bullied too hard by everyone. It may be nostalgia but what I'd do to experience it one more time where Hillbilly was a top tier killer, the maps were darker and the devs were more active with their weekly streams. Game felt different when the weekly streams stopped.
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Maybe it was similar to when Huntress launched her hatchets hitting someone sounded like grenades exploding.
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Nicolas Cage as the killer - He's such a good actor he could play both roles.
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Demogorgon walked so that Alien could run
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500399#Comment_3500399
I'm putting my money on Predator. This shows us that killers can come out very close to killers inspired by them. That, and Alien and Predator coming out in sequence would just feel right.
Would be pretty sick to see a Predator trailer with The Predator fending off hordes of Alien's as a teaser to the previous license.
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I know two big licenses were teased at but admittedly if we're thinking massive big licenses I can only thing of either Jason from Friday The 13th or Pennywise from IT. In regards to Slashers the most iconic is Jason and I doubt BHVR can get anything going with Stephen King.
If someone wants to put their guess on the next one if we're thinking the same level as Alien I'd genuinely guess Jason from F13th now that the bar has been set to Alien.
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Pleasantly surprised and happy - Big License indeed.
More Scifi! The Thing next!
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So realistically how does a round start when a banned character is clearly in a lobby? Are admins not present during these tournaments in the first place in lobby?
I don't play comp DBD so I don't know how this works. Just seems silly having an unsupervised round in a tournament without tournament officials present to call this out in the first place. I get the rule itself but to me it's something that if it goes under the radar very blatantly from the lobby I feel it isn't an issue. I wouldn't be surprised if there's a lot of unreported scenarios like this but no one reports them because it's not an actual issue.
Regardless - This topic could be used to introduce to normal players how comp dbd works.