Emeal
Emeal
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364788#Comment_3364788
That is not true. You basically saying you need to nerf everything that is popular. Perks can be meta and not be touched
Say that to all the Meta Perks that Killers lost last year. Your untruths are not sunshine in my face.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364645#Comment_3364645
Countering perks is a part of normal gameplay and most certainly won’t go away if DH is killed
For killers you’ll still have to counter SB (Which you can’t if it’s used effectively) and other exhaustion perks
For survivor they’ve had to counter totem builds (Ruindying) and PR DMS almost every game when they were the respective meta for killers. Even further back they had to play around spirit fury enduring when that was more popular or even getting into a locker/behind a gen vs BBQ
DH is annoying yes but it’s alternatives aren’t much more fun
If you have to counter those perks every game, it indicates they need to be balanced down.
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Killers always do this in new chapter cause its the only consistent strategy between them.
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@GoodBoyKaru said:
Dbd players when a woman is overly confident to the point of egotistical and it shows in how she walks and acts
Dbd players when a women checks her phone instead of looking at my looping. :C
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@calem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364609#Comment_3364609
The thing about other chapters is that they were still at the very least interesting. This whole release just screams "we realise what we're making is boring and uninspiring, so we're gonna overly sexualise everyone in this chapter so we have some hopes of making money"
Interest is subjective, like Im not into Kpop. but I love throwing Knives at people. not all chapters have to appeal to each of us.
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Survivors: *gets loads of sexy teens, fabulous dresses, short shorts. Swim wear and Big chest men for many chapters*
Killers: *gets Skull merchant who is evil vain rich woman with a big dumptruck behind*
You: "Wow, bHVR is just doing a sex grab!"
Me:
We been playing the same game for years? no?
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@RavenBirb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363559#Comment_3363559
Recycled gameplay camoflauged by chapters and cosmetics. Which are FINE but its at that point where its getting old and the game itself needs a update along with adding more killers and such, i don't see what the big deal of asking for different objectives is, different trials? It would work the same way and wouldn't be much different
Why?
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@Pink_Ronin said:
" It occupies two roles a hit negator and a haste perk"
Yes when it works, but as I said before it is wildly inconsistent and in most cases easy to avoid as killer. It's a frustrating perk for survivor too.
"So I think its only a reasonable compromise to keep what I hear survivors like the most about the Perk and remove the parts which makes it insufferable to play against."
The haste is the only valuable thing about the perk, there would be no reason to use it otherwise.
My vote is they scrap the hit-negation aspect and change it into a dodge roll with I-frames. Basically how it was before but with an updated animation. It would make it fun for survivors and you could remove the sprint burst.
it is wildly inconsistent
There is nothing wrong with having a high skill perk, but it has to be balanced.
The haste is the only valuable thing about the perk, there would be no reason to use it otherwise.
Then you would be more satisfied by other Exhaustion perks.
It would make it fun for survivors and you could remove the sprint burst.
nope dude. Im not asking for Sprint Burst removal.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364219#Comment_3364219
So you want to camp?
its the most logical solution
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364076#Comment_3364076
So there are 2 survivors in the game
And you are camping why?
Well...
- I dont want to do shack as someone might save the hooked while I play safe loop with one survivor.
- the hook survivor is right there.
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@J1Wick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364058#Comment_3364058
its not there to save the person on the hook. Its there to give the killer less leverage over the team so they can finish gens. The common strategy against camping is just stick to gens and this way they get to complete them and hopefully escape as 3 and not as 1-2.
Yeah that would not make sense for MMR then.
Because why would camping one person increase the chance of someone elses mmr go up?
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364076#Comment_3364076
Roll for perception on the dwight behind the rock.
Hmm. 12.
Do I see him?
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364062#Comment_3364062
Find another survivor
I found a survivor, she is on the hook. Slowly dying.
This is the weirdest Camper RPG we playing now.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364058#Comment_3364058
Just chase the survivor down then
He just ran to shack, im not wasting the next 45 seconds in that strong loop.
What now?
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364029#Comment_3364029
" without beeing in a chase"
That does not work either, cause there is always some Survivor who will try to save but back off. Then a chase will trigger and the hooked survivor will go a down. It gives the same result yet slower, it does not solve camping. It just traps Survivors for longer on the hook. great job.
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They tried that when the game was born, people would just loop the Killer near the hooked while 2 did gens.
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I like your name choice. Here is mine.
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Excuse me while I stomp some P25 - 50 noobs
Didnt even have to camp.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363599#Comment_3363599
I'd rather face 4 Dead Hards than 4 Sprint Bursts any day of the week.
So forever? impressive determination. I rather not do that.
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How many matches of 4 Dead Hards would it take to change your tune?
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This is very surface level critique, what is recycled?
The New Map? Come on we all knew that map needed something.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363503#Comment_3363503
Ok, its a terrible horror game then. Its not really scary or thrilling or suspenseful or mysterious or anything remotely close to horror. Besides having horror characters and elements.
The story and world are horror, but the story of the game are just paragraphs of backstory and audiologs from missions, that are better read on the wiki than in game.
The devs also famously didn't expect the game to be played the way it is today. The whole looping mechanic was an accident and the game was supposed to be more focused around stealth and avoiding the killer.
So, yeah the devs can say whatever they want in marketing. But the game doesn't play like that and has evolve into basically the horror version of tag.
None of what you say there makes this less of a horror game.
- Weird to have horror characters in a non horror game.
- Weird to have horror lore in a non horror game.
- Just because chasing was not intended, don't mean its not horror/ slasher.
- Marketing isn't just flavor text of the month, its what the developers are crafting here.
The Point is that the gameplay with lifted from Slasher/horror movie experience and so its kind of important to keep that in mind.
That point being, being killed should not be fun.
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@Pink_Ronin said:
The hit negation is essentially useless already unless you're using it on a pallet. Even if you successfully use Dead Hard in it's current state, if the resources around you have been depleted you're still F'd. The perk is fine, I personally would prefer distance/I-frames like it used to be rather than have any hit-negation/endurance buff at all.
Yes, it will tone down the perk by requiring more strategy to use. Like I said it will require more pallets to be dropped.
Yes. If Survivors deplete all the resources, you are gonna die. There is nothing wrong with that. Its incredibly bad for a game to have a perk the makes you way way stronger than a person without.
Dead Hard is not fine, I'm completely convinced of it. It gives you FAR too much distance now that Survivors have pushed the skill ceiling of the perk up. It occupies two roles a hit negator and a haste perk. Its just too much, no wonder everyone uses it. bHVR knows how the perk performs and I think they will find that the distance, chase time and the lack of pallet usage is high on DH users.
So I think its only a reasonable compromise to keep what I hear survivors like the most about the Perk and remove the parts which makes it insufferable to play against.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363457#Comment_3363457
This game isn't a slasher movie or a horror game. Its a multiplayer asymmetrical game, which means you can't remove the completely the agency of the other side. Ideally both sides should have things that can improve, being mechanic, decision making, strategy, mind games.
Remove all that you have knight, which is "Dump guard, can the survivor get to another loop, survivor wins. the survivor can't get to other loop, killer wins". Simple as that, there is no mind games, counter play, anything. Its basically decided by the map and the knight player. It's boring
its definitely a horror game, it says so by the Devs themselves.
@Laurie268 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363456#Comment_3363456
Probably because the person that is playing killer outplayed the survivor and did the work and not some AI?
Wow throwing two bottles the OUTPLAYING is INCREDIBLE. I have never seen such skill. No throwing two bottles isnt that.
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This post is really cruel, bHVR takes this seriously, even tho you may or may not agree with their solutions. Sure they may have a chuckle at work, that's what everyone does. But you go on find the problems and solve them. Its terrible of you to give the idea that bHVR just laugh at our suggestions. There are people here who pour their thoughts, heart and soul into comments and they deserve to be taken seriously, read, analysed and Yes. sensible changes do come along. That's the process and obviously this post is just meant to be demoralizing to people who do gave gripes with Dead Hard. I don't think we should demotivate people to pour their hearts out about this game. Sure it gets analyzed but its still welcome.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362082#Comment_3362082
Ok, be hated by everyone is fine, i guess
Survivors should hate being Killed, its sorta the idea about the Slasher Movies.
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Btw I just remembered, The Zoning at the Loop is the same as Clown. Throw down a yellow on you and a pink on survivor.
You will get a hit at the loop. But for some reason when the Knight does it, its OP.
Look also at how much time a zoning takes to set up, the time wasted is like almost the same.
This is what a different kind of Killer looks like people.
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I think its a massively bad misunderstanding that a Killer is supposed to be "fun" to go against, that is absolutely false. When you look at Slasher Horror Genre and the Slasher Movies, here are some points.
Killers: Sneaky, Malicious, Evil, Oppressive, a lack of remorse or guilt, impulsivity, the need for control, and predatory behavior.
It should never be fun to go against a Dead by Daylight Killer, it should be a pressured experience. It should never be fun to be hunted down and killed, why would you think that? Its a game? No Dead By Daylight provides not fun but a Slasher Experience. This game is only fun if you enjoy the Slasher Experience. But this game isn't Entertainment for everyone.
Rather I think we should look at if the Killer is overpowered, is the Knight's kill rate out of control? And I don't think it is.
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Killer is cool and she was fun to play on PTB, so ill buy her.
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Its there alright, but its really hard to see. (its the sparks)
Here is the Sniper Addon
and the normal one
Its there alright, just really hard to see.
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Surely his power needs to be on a Timer? So every 1min the moon shows and the Killer transforms right? An automatic Oni Werewolves are known to be fast right and attack quickly? So when it transforms, he moves fast like Legion. And his attacks are so fast and quick that we can use the Trickster shots counter to count has Wolf damage cuts?
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@GoodBoyKaru said:
Sprint Burst gives you 3 seconds of moving at 6m/s. A killer that isn't the Nurse moves at either 4.4m/s or 4.6m/s, meaning that a survivor will gain 1.6m or 1.4m of distance every second, meaning they gain 4.8m or 4.2m of distance over the course of the 3 seconds respectively.
Dead Hard gives the survivor a speed boost of 6m/s over 1.8s (successful attack), however during the attack cooldown killers slow down to 0.575m/s over 2.7 seconds.
Therefore, during the initial 1.8s of 6m/s, a survivor gains 5.425m of distance each second, meaning they gain 9.765m of distance. For the remaining 0.9s they gain 3.425m of distance, leading to 3.0825m of distance, for a grand total of 12.8475m.
In simply numbers, then, Dead Hard is the clear winner.
The difference comes from Sprint Burst being able to be used much easier (you press and hold a button, as opposed to timing the perk), and being able to be activated wherever. The killer doesn't have to be right behind you, so you can use it to excentuate an already large lead, allowing you to reach a safe structure from a deadzone just like DH can except without the hassle of being injured or timing.
Hey, Thanks for the numbers on this. This is sorta stuff I rarely see in DH discussions. Very cool.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362301#Comment_3362301
The giant vertical wall, with the unique graphics that only exist on the edges of the map, is a better indication. It's unique, it's constant throughout the entire edge of the map, and it's very vertical so it's easy to see from far away.
If your idea is implemented, survivors will have a fit because they'll accidently run into the edges of the map during a chase. And saying "well, you must be unobservant if you ran into the invisible walls" is a garbage excuse.
I'm done with this conversation. Your idea is terrible.
Again with the Unique thing again, the slope and increase foliage is also unique. the slope and increase foliage can ALSO be seen from far away and its also vertical.
Also you have not even mentioned the slope OR the foliage, and why that cant count enough to make Survivors know where the map edge is? even so surely they can learn even without a wall. Again, you must have missed my response to your comments because I specifically told you it was not an attempt to shame people into compliance and your reiteration of what I said isn't even correct.
Anyway just wanted to hear you out what the rationale behind your critique, but it seems rather inconsistent. Even though I was the first to point the finger at possibly unobservant players, I do not think its such a big problem. Again, we have the slope, we have the trees and even if a player ignores all of those they cant jump in the water, juts like they cant jump over the cliff in Garden of Joy. Even so Backwater Swamp seems to have a lot more indicators of map edge than Garden of Joy and all those maps function fine.
Again, let me repeat. It was not my intention to shame players into compliance.
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There is no way 2 seconds less stun is the cause, rather its Survivors thinking its a bad perk and then not using it when its still good.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362039#Comment_3362039
And as shown in the screenshots I posted earlier in this thread, Garden of joy has a short unique rock wall, and a vertical dense wall of giant floating rocks (that only exist beyond the edges of the map). Garden of joy does have a unique wall, it's just in the form of a dense wall of floating rocks.
Every map should have unique graphics that very clearly show where the edges of the map are. Your slope doesn't count. And having a bit of sparse vegetation doesn't count either. You would need something like a dense floating wall of vegetation, that clearly only exists beyond the walls of the map. Or a solid wall of something that also only exists at the edges of the map.
Yeah, I understand you think it does not count. I got that from the start.
Cant you explain why it does not count and why I should think it does not count as indication of the edge of the map?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361911#Comment_3361911
My argument is that an vertical wall, that has a unique graphic, is much easier to see from far away, and is much quicker to notice from far away. Having an invisible wall doesn't help people see the wall from far away. We don't need to make the map more difficult to figure out, just so you can have a bit more immersion.
Aha, yeah I'm gonna have to ask you to address why in your mind, The Slope and the increased foliage isn't enough to indicate the edge. You saying "a wall is unique landmark" does not really convince me my recommendation is bad. Also Garden of Joy has no walls, that place too has some flying debris, while my recommendation would have fog. Check the picture I made in paint.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361853#Comment_3361853
What is up with people on these forums trying to shame people into agreeing with them? This is exactly like the shaming that happens when people say "good killers know how to bait dead hard, so if you're having trouble with dead hard, then you must not be a good killer". Does this actually work on people? Do people actually say "oh no, I don't want people to think I'm a bad killer so I better get shamed into thinking dead hard is ok"? Do people actually say "oh no, I don't want people to think I'm the most unobservant so I better get shamed into thinking the swamp slope idea is good"?
I explained to you how there were trees and a slope could easily demonstrate the map edge, meaning it would matter little to remove the wall as the maps edge would me demonstrated and accounted for. Now I stated my opinion that , Would you need more than that to demonstrate where the map's edge was, I think that player would be very unobservant should they require more than those indicators. That was the point. However, in the event of such a player not knowing where the edge of the map is, the invisible wall would teach them that there is no swimming in this game.
Now I really don't think saying this is making an attempt at shaming player in compliance, but you may have a point. It was not my intention to shame someone as unobservant for not seeing the slope and increased number of trees indicating map edge, a point you seem to have glossed over for now. I will go back and change my response to your critique as I would not like to indicate to you something that isn't my intention. Let me repeat, I am not trying to shame you into compliance and if you thought that id like to apologize. Not my intention.
I would like to hear your argument against the point that the typography of the map and increased foliage is enough or not to indicate the edge of the map?
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bHVR needs to implement a system that checks if Survivors collision box or Killer Collision box touch each other and then if they have touched each other for more than 5 seconds. They should allow them no collision for 3 seconds.
This is the least intrusive way to prevent exploitation without interrupting normal gameplay.
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Well damn, Execute her then.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361846#Comment_3361846
Do you see how easy it is to see the wall, way off in the distance, since it has a unique graphic that is super vertical? That's way easier to see than a slope is. In the second picture, when I click it so it's bigger, I can easily see the wall go the entire length of the screenshot.
You also notice the higher concentration of trees and the slope? Should a player would have to be confused by my recommendation, there is an invisible wall to stop them. Halting their movement in, teaching them the limits. You could try jumping in the water 5 times until you realize you cant and besides... Don't you have generators to do? Indeed, there should not be much of a problem here.
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@Coffeecrashing said:
How is a downward slope easier to see from a distance than a vertical wall is? The purpose of the vertical wall is so everyone can easily see the edge of the map from a distance.
There is no need of that, we all know that the edges of the swamp, where the slope goes up is the edge of the map.
No need for a wall.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361824#Comment_3361824
another reason to nerf pig
Pig does not even have cameras.
She is poor.
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The Community was not able to deduce that the most dangerous technology in the modern day is Surveillance.
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@Coffeecrashing said:
A constant vertical wall is way easier to see from a distance, than an invisible wall with sparingly placed objects and stuff on the ground.
Ah but you forget that the edge of the map is a Slope. You know thats the edge of the map.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361290#Comment_3361290
How? If the killer is 5m away from hook when unhooking (because he proxied/zoned the whole time - so in fact he could get this close once unhooked) - there's no way to get away. With exception to sprint burst, non-depleted lucky break, Q&Q, indoor map, killer without too much mobility and huge dose of luck. I presume you will not say "see there's your counterplay" for this one. There are no unhook perks that make you run quicker then killer for considerable amount of time.
If the Killer is camping, Do gens.
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You should play dbd while doing workout, its what I do. I'm literally a sweaty Killer.
its me on my Exercise Bike.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361269#Comment_3361269
that doesn't work. Most killer proxycamp and zone out these days. There's no such thing as safe unhooks. Not in this meta
Sure it does, its simple to get away from the Killer and you can even have perks that help you too.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361236#Comment_3361236
Don't tunnel. That seems fair and balanced.
"But what about the endgame..??"
Yeah? And what about the killer having 1 kill at 5 gens remaining? The survivors lose. If you have multiple survivors alive at endgame, maybe you aren't meant to 4k so easily.
If Survivors don't want me to tunnel, don't unhook next to me, do generators and don't get spotted. Its easy really.
I mean I can still see your scratch marks mate. But Survivors don't think about it and they much rather use it to take hits, which I am okay with following up with a chase. It just helps me as Killer.
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People want to believe what they want to believe.
In the first trailer you can literally hear a person using metal work equipment and you can also see it. its a human killer.
wow I cant wait to see the inhuman robot horror use this to repair itself.
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I dont want to see the Mori with something clipping into the screen.











