Emeal
Emeal
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I hope bHVR atleast extends it until the Anniversary Event kicks in in full.
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I am a Veteran Killer who never plays with the Meta, I rather play with Aura Perks than Gen Regression. And I love this game mode.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723081#Comment_3723081
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723144#Comment_3723144
If this happens, I don't talk about tunneling but stupidity
but that IS what people call tunneling.
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This Is Not Happening
Increases the great skill check success zone while Repairing and Healing by 10/20/30 % when in the Injured State.
Hitting great skill checks while this perk is active will give the player a token. cannot accumulate more then 4 tokens
Once at 4 tokens the next great skill check you hit will provide an additional 4% of progress on healing or repairing
This Is Not happening gives an additional 1% on hitting great skill checks while active.Deadline
Removed the criteria of being injured.
Increase the odds of triggering a skill check by 25 % while repairing or healing
Hitting Great skill checks provides the player a speed boost by 2% until the next skill check is triggered
Causes Skill Checks to appear in random places.
Reduces the penalty for missed Skill Checks by -25%Do you realize how busted this would be with Hyperfocus?
Rebecca Chambers? More like Rebecca Genrush.
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Tunneling happens for many reasons. if you wanna stop tunneling you need to address the reasons.
Yesterday I was in Chaos Shuffle, I had just hooked a Survivor and hit another, so I take a look over at the hook, and see another Survivor running for the hook. So I walk over to stop them, I manage to hit them and want to go for a follow up. Then the unhooked Survivor tries to run up and body block the recently hit survivor, I simply wait and down that unhooked survivor again, re-hooking them. I was told that I was a sweaty sweaty and something worse in postgame match chat.
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@TorQueMoD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720912#Comment_3720912
Who said anything about obligation? lol. I'm just saying I'd love to have level design tools.
Like there's currently no hackers or cheaters in the game already.Like there's currently no hackers or cheaters in the game already.
You wanna fact check that for me, chief?
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Ever since they removed the option for sliding into an M1 after dragging the power, the only option is to camp.
I feel PH has needed some radical changes for a long time, and I have not wanted to play him for a year.
His skill components are too hard to maintain.
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Same here, no clue how this happened. I have seen one survivor with the problem too.
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@MechWarrior3 said:
The good news is they take data in from modifiers to see how well they do to see if it would make for a good feature down the road. :)
That’s likely what is happening. 🤓I know, but its unfair, because nobody WANTS to play without their Crutch perks. The Killer Queue in my region is instant right now.
Which makes me so sad, because I love this. But anyone looking at these numbers would conclude, "Oh I guess players dont want random elements." or "Why would we waste time implementing a feature nobody except maybe 3 players would use." -
bHVR has no obligation to create a DBD2 or a new version with mod tools and level editor, even at 10th anniversary
And to do that might actually be detrimental to the game because it empowers hackers.- File Formats and Data Structures: A level editor often requires the game to expose certain file formats and data structures to the user. Hackers can analyze these to understand how the game stores and processes data. For example, if the editor allows the user to save and load levels, hackers can examine these files to understand the underlying data structures.
- Functionality Exposure: Level editors might expose game functionality and logic that isn't as apparent in normal gameplay. By interacting with the level editor, hackers can observe how the game engine handles different elements and mechanics, providing clues about the internal workings of the game.
- Debugging Tools: Some level editors include debugging tools to help users create levels. These tools can inadvertently provide hackers with useful information about the game's internal state, such as object coordinates, physics properties, and event triggers.
- Script and Modding Interfaces: If the level editor supports scripting or modding, hackers can learn a lot from the provided APIs and scripting languages. Understanding the scripting interface can reveal how the game’s engine processes different commands and interacts with game objects.
- Community and Documentation: Games with level editors often have active communities and extensive documentation to help users create content. This documentation can be valuable to hackers, as it often includes details about the game’s mechanics and file formats.
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@DetectiveDuckMain said:
the legion or whatever killer isn't dead. The entity is simply mind controlling them. its like saying when a fish gets put in new water it dies.
Water isnt mind controlling fish.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719966#Comment_3719966
is that a fact? like im absolutly sure its the real legion that entered the fog
No living creature can survive what's happening in the Entity, the Legion is dead now.
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The Entity can control any creature, because it is infact not the creature itself but its or memory of it made manifest.
Castlevania Dracula is most likely extracted from Feng Min's mind and animated by the Entity.
I just hope she has played Castlevania Judgement, cause I want to costume of Dracula from that game so bad.
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@Mandy said:
This is going to be a first version of 2v8 - we will be making changes to it based on community feedback in future iterations
Dear bHVR Team,
I appreciate the effort and dedication you put into considering community suggestions, particularly with the upcoming 2v8 mode. However, I have some concerns about how the proposed changes may impact the experience, and I would like to share my perspective.
When voting for 2v8 Mode in the survey, I hoped for an experience that closely mirrors the existing game mechanics, including flashlight saves and carrying survivors to hooks. I understand that you have made these adjustments based on game developer assessments, possibly to ensure balance and fun. However, I believe the community should have the opportunity to experience and evaluate the most basic version of this mode before any substantial changes are implemented.
Introducing a dedicated perk class system and restrictions on playing the same two killers in 2v8 mode seems to go against the freedom to play characters we enjoy, which I had hoped would remain a cornerstone of this game. These changes could significantly alter the dynamic and enjoyment of the mode, especially for those who are fans of specific gameplay strategies like flashlight saves and for Killer the exciting moments when said save fails. Furthermore if someone dislikes the perkclass system, they would dislike this mode.
I believe starting with the most fundamental formula of 2v8, allowing the community to provide feedback based on that experience, would be more beneficial. If balancing issues arise, they can be addressed through community-driven feedback and iterations. This approach would ensure that any changes made are genuinely reflective of the community's desires and experiences.
Thank you for considering my feedback. I look forward to seeing how this mode evolves and hope that community input continues to play a crucial role in its development.
Best regards, Emeal
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/413854/reshade-cheating
BVHR whitelisted filters, they explicitly said they were not going to ban people for using filters… So if you define cheating as violation of the game rules it is not cheating by definition. And even if you use another definition it would not matter, because they still wouldn't ban you for that kind of "cheating".
I wish you would post a source when you say, "bHVR isnt going to ban you for it."
because their website help center says nothing about this. -
@Chocolate_Cosmos said:
"Pain Ress is in 40% of loadouts…" (from dev update)
Yes, I wonder why? Maybe it is because gens are too fast without gen slowdown on any killer who isn't in the top 3.
Nerfing all gen slowdowns won't change the meta. People will still use Pop and Pain, Grim sometimes, Deadlock sometimes, etc. Because there is simply no other option if you want to win the game.
M2 Killers (Killers who use mainly their power to down Survivors) have it even worse because their build diversity is limited by many "with basic attack" perks making them only run slowdown or aura reading (usualy both).
What's worst is that killers who are allready strong won't be as much nerfed as the bottom line/mid line of killers.
Nerfing Deadlock on Nurse is no big deal but for someone like Trapper who needs every second it is.
Maybe it is because gens are too fast without gen slowdown on any killer who isn't in the top 3.
I doubt this claim alot. But we have no metrics to know for sure.
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Probably because WOO isnt a problem, compared to Pain Res.
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bHVR isnt looking at just usage rate for perk balance.
They likely have a metric for "game stalling" and have found that POP, Deadlock and grim embrace is too much. basically you look at all games which uses those any of those perks and then you see how on average it increases the length of the Killer's time to Kill.
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They just did that with DS, people have been asking for it to be buffed for AGES and now the numbers are in, 5sec stun is too much.
Game Balance is a process, not a knowledge or degree. -
More like W. Its been hell with all the DS and all the Survivors wanting me to take a hit, by running into me so they can stun me.
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Please don't @ the Developers, they will come out of the Fog with a big Stick.
I think bHVR could do something to boost their PR, they have done similar posts but only like yearly. but I don't think bHVR will go as far as to publish a list of player names, like ??? is that strategy. Its like asking for a witch-hunt to start.
Anyway, yea. Monthly ban reports would be great, and be clear what is and isnt a ban.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714587#Comment_3714587
Oh. For some reason I thought it changed. I was really looking forward to the overhaul.
They might just have been postponed. You should not take the Roadmap as gospel and promise tho.
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I like the idea of just combining "sides'" item and offerings being combined better and I think its fine to have a level up a character if you really really want that P100 symbol. Sometimes things take a while to get and its okay to wait for it.
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The Survivability of Lightweight has always been surprising.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710053#Comment_3710053
Mostly for the time investment required to start up. When inviting friends to play they are very much starved for choice, and although I have more shards now than I'd know what to do with it does take a good while to unlock your first one.
I like the unlock discount idea on perks that are good for new players. I think the ones you mentioned on survivor as well as some of Feng's would be nice. Corrupt for new killer players I think would be nice too.
Mostly for the time investment required to start up. When inviting friends to play they are very much starved for choice, and although I have more shards now than I'd know what to do with it does take a good while to unlock your first one.
I agree with you on principle, but there is a persuasive argument that you dont learn to play well enough or rise in mmr equal to your skill level if you use strong perks, when you get the ones to "get you started." It really is a messy argument without a clear answer.
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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.
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Blood point Offerings and Map Offerings are particularly boring, because one has no impact on the game and the other has so much impact that they feel personally slighted against if its used.
Offerings should have as much impact and importance as perks, but the system right now feels so boring to me.
A Offering Overhaul seems like a very good idea to get.
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I would not have a problem with For the People if it activated in some special way similar to Dead Hard.
Endurance and FTP is not particularly OP except when together with Buckle Up, then is just BS.
Its also weird, how Buckle up does what We're Gonna Live Forever does, but better is every way. There is some serious inequality between Survivor Endurance Perks.
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We literally have the actual kill rate of each Killers, all of which are within the 70% to 50% aka being near 60% which is bHVR's goal.
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The game should display which players queue's together in the post game score screen in hopes it would teach Killers that not every good play is strategized by the SWF Gods to directly mess with them. The chances of getting a 4man SWF is SO LOW.
That's why I hope bHVR adds a 2v8 mode so I can KWF with my friends.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708687#Comment_3708687
While I agree with a lot of what you said, it is definitely true that DBD has a habit of breaking whenever even the smallest things are changed. This is definitely not a good sign and if the recent update is any indication it shows that DBD's code is very prone to bugs.
For the longevity of the game it is a better option to focus some more resources on looking into that and making adjustments. Otherwise, they risk gaining a reputation for breaking the game every few updates, which severely limits the amount of people that will buy their new chapters and can potentially throw off license holders in the future.
This does not mean, that they have stop making new content (for a live service game, that would be horrible) but pausing the cycle for a short time, or dialing back on some of the things they have planned to concentrate on game health is definitely an option and it should be considered.
Converting all the new chapter teams into game balance or bug fix teams for a limited time, say three months, raises several practical questions. First, are all team members capable and willing to transition from their current tasks? Second, how can we ensure that this shift will effectively address the reported issues without causing further delays or uncertainties?
I believe such suggestions overlook the complexities involved in game development and may not necessarily address the root causes of reported problems. It's essential to acknowledge that the developers at bHVR are professionals who understand the game's intricacies better than anyone. Ofc we as Forum Posters are not required to be knowledgeable about Live Game Service Production.
Instead of suggesting radical changes that could harm the company, I propose advocating for enlarging the programming teams to enhance the development output. This way, we can ensure a more efficient and consistent approach to addressing issues while maintaining the game's overall quality and stability. But I cant know if this will fix the problems I care about or yours either.
I was not persuaded by this idea when I saw it written for the 100th time and I doubt the 101th chances.
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708519#Comment_3708519
Well Im different, I expect more from a company that I pay money to. I don't think Im being hush, Im just criticizing their work and their work on the twin's rework was a complete failure. Other games don't have as many issues as DBD does. Other companies that do character rework put out something of quality(exp OW2's rework of Sombra). Meanwhile, a lot of dbd reworks are hit and miss, It took them two reworks to make Sadoko semi-good and fair(she still has issues but is in a better place now), SM is still a mess despises being reworked, the Freddy rework from years ago has left him in a boring weak state now. Twins isn't the first time they failed at a rework, they have a long history of messing up killers' reworks. Also it Dbd takes years to fix bugs while other companies don't. Did you know that Plage has been bugged since she was released and just now was fixed? The bug was with her red power. Before it was a bug where only pallet stuns would make her lose her power but now it is fixed, any stun(excluding Flashlight Saves and wiggle-out stuns) will make her lose her power. She has been bugged for FIVE YEARS without any of us knowing. How is that ok for any game dev to do? To leave a character bugged for that long?
Ref video:
https://www.youtube.com/watch?v=mdwrtAqtEfA&t=366s
As for the engine update, I don't know if you say is true or not. I just know I've seen a lot of the bugs ppl been reporting nonstop in my games as well and the photosensitivity stuff along with the other bugs has kept me playing this week. Either way, feel free to give them the benefit of the doubt but I've been around long enough that Im tired of making excuses for their poor management of this game and their programming of it. I expect a lot more from them as game devs and owners of a pretty popular game. They are not some small indie company, they are a multi-million company. I still respect their work and prise them on the things they do right like the Billy rework and the anit camp and anit 3 gen mechs but I also will criticize them on mess ups and the Twins rework was a pretty big mess up in my eyes.
Other games don't have as many issues as DBD does.
False, digging into any Game's Bug Report section will reveal a myriad of issues. Often things the developer has never fixed. All it takes is getting familiar with a character and errors will show up. Bad designs that make people hate those characters are a thing for all games. ofc if you think all over game companies have a perfect track record and you are much more informed about flaws in Dead by Daylight, then bHVR will seem like villains of the highest caliber. But bHVR is pretty normal for a modern game developer.
As for the engine update, I don't know if you say is true or not. I just know I've seen a lot of the bugs ppl been reporting nonstop in my games as well and the photosensitivity stuff along with the other bugs has kept me playing this week. Either way, feel free to give them the benefit of the doubt but I've been around long enough that Im tired of making excuses for their poor management of this game and their programming of it.
Its not about giving bHVR the benefit of the doubt, its about being reasonable in the things I blame them for.
I cant blame them for Engine upgrades as those are ALWAYS impossible to predict, even the company that MAKES the damn engine had problems upgrading their own game FORTNITE to the new version. Its simply just unreasonable to give bHVR hell for that. You could have researched Unreal Engine upgrades, but you didn't.
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@ChainsLogic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708453#Comment_3708453
Bhvr is a multi-million company, they won't fall into disarray if they lower their yearly chapter release schedule to 3 chapters.
Benefits of making one chapter solely focused of bug fixes, small buffs/nerfs, some bigger killer reworks, perk changes, map changes, etc… would be much more profitable in the long term, even if not as much short term. A more balanced and smoother gameplay will both attract more new players and make the veterans more likely to recommend the game to others.
It's ridiculous that so many people still think that multi-million companies are barely scraping by and are on verge of bankruptcy or something.
No company is going to take a path that would or could harm them, the fact bHVR could take a million dollar hit to make the game better does not mean they will or should. Sure I agree with you they could, but we are talking about should and want to here.
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708453#Comment_3708453
I love it that some ppl try to cover the devs on the twin rework by saying that it's a good thing they listen to feedback and revert the changes. Here's the thing, that so-called rework should never have left the planning room, it was that bad. They should have seen how big of a problem those changes were going to make. Pretty much everyone knew the second they read the dev blog about the rework that it was going to make twins broken and wasn't going to be healthy for the game. If most of your community could see the major issues just from a dev blog then why didn't the devs themselves see it during the planning stages? Sure it's a good thing they did revert it and everything BUT it isn't a good thing that they were so short-sighted that they didn't catch the issues the rework was going to make. You didn't need a PTB to test that.
Also this week the game has been pretty much in hell thanks to the engine update, so many bugs thanks to that. To me, it seems they didn't even test these updates enough before pushing them into live servers. They shouldn't be limiting their testing to just a week-long ptb, they should always be looking for bugs in every update and try to fix them before they go live. This is why games have QA teams so they can heavily test the game and find bugs.
I love it that some ppl try to cover the devs on the twin rework.
I dont think its covering for bHVR at all, just because I am realistic and don't give them #########. I don't believe having a harsh tone with the people I want to make the game I play better is going to get me better results than if I was offensive and distraught. bHVR will fix those issues as they should and that is fine with me.
Pretty much everyone knew the second they read the dev blog about the rework that it was going to make twins broken and wasn't going to be healthy for the game.
Idd like for you to demonstrate and prove this claim. Cause I did not see such unity in the community.
Also this week the game has been pretty much in hell thanks to the engine update, so many bugs thanks to that. To me, it seems they didn't even test these updates enough before pushing them into live servers. They shouldn't be limiting their testing to just a week-long ptb, they should always be looking for bugs in every update and try to fix them before they go live. This is why games have QA teams so they can heavily test the game and find bugs.
That isnt how engine updates work, most likely its very system specific, for instance my system has been working fine with this update, while others has not worked at all. The only way bHVR could Q/A test for that is if they bought every computer part in existence, which isn't feasible.
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To base the matchmaking of in any other way, could be harmful to the player base. bHVR has metrics on exactly how long it takes the average dbd player to quit when looking for a match. So any suggestions made this way is going to look real bad when it reduces the global player numbers.
Splitting the player base is two and trying to queue them will much more likely make queue take longer and then people quitting cause it takes too long. Also you are forgetting the fact that even though most prioritize speed, they also like a match that is within rank range. So your suggestions would absolutely be detrimental to my enjoyment of the game.
The problems you cite is not the general problems of your average dbd player, its much more likely they are the problems of the top 1% and I think its pretty bad idea to ruin the game for the rest of us to cater to 1% of the player base.
I honestly don't care much about the players in our community who play to push the boundaries of gameplay to reach the top mmr and then complain that their matches are horrible, You made the bed you get to lie in it. This JRM fella seems to be having that issue, by taking the game too seriously and then wanting to change the game's entire matchmaking system to fit himself.That's a no from me.
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So you want bHVR to sabotage one of their main methods of gaining cash in hopes that spending an extra 3 months will fix all issues. And if that isnt possible, then what? they have lost money and gained some bug fixes. Ill remind you said bug fixes might become unstuck as this game is ever evolving and nothing is stuck in stone. I think this is a terrible idea because its a shot at fate which isnt a path that is secure.
The recent patch is an upgrade in engine and that never comes easy and the reason they canned all the twins update was because the backlash was great to it, so they canned most of it. You may not see good things in that, but it is, its called listening to feedback.
This latest patch may have failed and some work was lost, but it failed successfully and the process is still ongoing. -
@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706867#Comment_3706867
I agree for both cases as well. I don't like essentially being forced to run a perk as a band-aid to poor design, for both killer and survivor.
I really would like to see Windows adjusted as well, since it's sitting at 33%, but perhaps the game can be tuned elsewhere to compensate.
I agree, but I think WoOppertunity is a special case as its very useful for casuals to play this game and I am not the kind of Killer main to get mad about more people playing, even if the build is rather lazy from a gameplay standpoint.
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I will say that after "fixing" this issue, the stutter that comes when switching character (killer) is back after this latest patch fixed it.
But I had that issue before so I can live with that. -
So I tried to check out what @brizzyne was talking about, like seriously you say you fixed it but don't post your findings? smh
Anyway, I believe it was this thread.They suggest to add "-dx11" to the Steam Launch settings. like this: Right Click game in menu list/ properties / General:
I already tested it, it fixed the issue for me and allowed me to go from the Loading Screen into the Main Menu without getting stuck on "Initializing Shaders". I encourage everyone here who has this problem to try it and tell us all if it works for you.
This could be a clue to what is wrong. Good luck.
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My game stutters and stalls on "Initializing Shaders" but it does reliably let me through after 1min.
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@OrangeBear said:
Is this every time you launch the game? It happened to me too but i was thinking it would only be a one time thing because of unreal engine 5 update.
Or maybe it's a new normal thing. I heard loading time (into matches) is faster so maybe this is how.Its every time I load into the game, I checked it 5 times.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706679#Comment_3706679
Pop and pain res are also pushing 25%. Do you also consider those "too much?"
Yes.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705978#Comment_3705978
Still a completely uncalled for nerf. The perk wont see nearly as much play. Bad or not bad, this is a stupid nerf.
It clearly saw too much play compared to other perks.
Here are the stats from February, nearly 25% of all builds had Adrenaline. Its too much. -
No, because they are powerful enough to shut down the game as it is.
- Stealth
- She can duck, rendering her less visible.
- Charged Quick attack
- Reverse Bear Traps that slow down Survivor progression.
She don't need more, Her Kill rate is already good.
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About your first point, I don't think the developers view the game as in casual or competitive, nor should they. They are interested in what we all want, what will make the game better and how to improve the formula from there on. bHVR should NEVER make a decision to cater to specifically a casual or competitive player base. Your third solution to split the player base in two is also reckless and dangerous for queue time like you mentioned.
I don't think bHVR should do any of those 3 options, You would be bullied by other players anyway even if you had separate modes.
It sounds rather like you rather ask to implement a separate mode, than accept sometimes a match is just BS in this game.
And its not like if you had that mode the game would be much less BS, our entire community have millions of pet peeves so they could argue forever about what perks should and should not be allowed in different modes, splitting the player base even more.
I see no use for it. -
What is the bad advice that Gaymer X has given other companies that is devastating them? Examples?
Also what companies have stopped because they made a game that included advice from Gaymer X? -
This is such a good idea. Same thing for offerings for Killers pls.
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I agree, tho i would hoped for the fenris wolf as a norse mythology killer.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700513#Comment_3700513
Players who don't want to play for whatever inconvenience will always find a way to not play. The problem there is their mindset so no matter what you suggest they will always be a problem.
Best to not consider them if you want to make any real progress.No, we will consider them.
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Wont this just cause the majority of players to self unhook to get hooked again, so they can die faster and not play a game where they are getting tunneled?




