Feneroe
Feneroe
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- Feneroe
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I wish. It'd be nice if they recoded killer powers to be customizable, but I understand that's a huge undertaking they probably don't want to tackle.
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Agreed. I don't even understand why they changed it in the first place. Why make things worse and more inconvenient?
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If they make addons and items also random and disable map offerings for it, 100%.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722397#Comment_3722397
This is basically the problem with most of the things the devs have nerfed.
Killer whine about survivors interacting with the killer, but the only alternative is that survivor on a gen instead.
And I don't think you can actually argue that the 5 seconds it takes to go to another hook is somehow worse than having that survivor on a gen the entire chase waiting for a sabo. Because dropping a survivor and slugging to immediately chase the saboteur is ideal amounts of pressure for the killer.
Except when you're almost to a hook, another hook isn't likely to be in range so the carried survivor will wiggle off. And if they've struggled enough, dropping to slug wouldn't work as it'd be an instant wiggle off instead.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722221#Comment_3722221
I mean, you can just not use it… No need to not implement it… If you don't want to use voice chat in any other game nobody is forcing you to do so, but being against it despite other people wanting it is a bit off. That's basically like saying "I don't want x so you cannot have x either". Not saying it should be the only thing to close the information gap, but I think it would be a good thing to have in addition to man more (chat wheel, text chat, ping system and so on).
If the game has built in voice chat, besides needing a robust moderator team for it (which won't happen with BHVR), the game would have to be balanced around it being used effectively by all four survivors in a match, which means survivors not using it as such would be at a huge disadvantage, which would make solo queue worse.
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It is a true D&D chapter with a very big bad from D&D as the killer. Are you actually a D&D fan if you call the godlich Vecna a Stranger Things character?
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@MindGame3301 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712195#Comment_3712195
It's more fun factor. Killer gets kill toward MMR and it still compensates time. 60 second is transfered. Understandable though gen analogy is like before gen is popped a perk can remove 33% it goes in line, hook state must be transfered before sacrifice. Two players not on gens to transfer a hook from someone not hooked.
Fun factor the the survivor, maybe. Not for the killer.
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Fit better and hurt my eyes less.
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Great skill checks increase the sway that wiggling causes, not make it go faster. You're not supposed to wiggle free of the killer without help unless the killer gets greedy or use perks.
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Why should the killer be punished for winning? Why should survivor get yet another chance when they already lost twice? This isn't a fair design.
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No. I think they should either be invisible for the first 30-60 seconds of the game or until their effect actually starts affecting things.
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@NOCTURN_05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709041#Comment_3709041
I called spirit a teleport because some part of the character (her body) is disappearing in one place and appearing in another.
Except that's not what happens? Play her. You leave behind a husk and go invisible and move. The husk vanishes when you reappear.
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I'm surprised you didn't list all dash killers as teleport adjacent, considering the ones you did list.
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It's a bug. They've acknowledged it. They plan to fix it.
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It is frowned upon and bannable.
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@OGSadakoLover said:
I‘m all for meta shake ups with buffs, but I don‘t want them to nerf anything anymore. It‘s only frustrating, how perks that are fine get nerfed, because of pick rate. If they would shake up the meta with buffs I‘m all for it.
What they need to do is both nerfs and buffs as needed and not just based on pick rate. Nerfs for things being overpowered or oppressive, and buffs for 95% of the perks that exist.
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Never. Can't say I play any game 5 out of 7 days a week.
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704033#Comment_3704033
See you think this is a killer nerf but it would be a buff in reality, you'll eliminate flashlight, firecracker, flashbang and pallet saves by implementing this, also Sabo would be gone, breakout and breakdown would be useless, killer would save time because carrying and hooking would be gone, and the only thing you can think about is you can't proxy camp the hook and make the unhook risky.........I don't want this implemented because while it sounds like it's helping it would hurt survivors
The only way that stuff would stop is if the killer could just hit a button and summon a hook through a downed survivor like sending to cages work. Otherwise, all that will still happen because denying the killer the hook and wasting their time is still just as powerful.
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Why? You lost twice already in one match, you don't need to be given a free win.
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You can't have a limit based on internet issues. There's no way to tell the difference between a genuine internet issue and someone unplugging their pc or turning off their wifi. If you really must keep playing with terrible internet, play customs so you're not ruining other people's matches.
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Honestly, if they'd just change dropping and picking up items to not reset idle crows, it'd help a lot.
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His power icon and the icon on his left hand already tell you who is next. Skull is carnifex, sword is assassin, keys is jailer.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696444#Comment_3696444
We can do literally anything to accomplish this, I don't care how
And I'm pretty sure removing the ability to cooperatively work on a gen is basically a buff for survivors
I'm pretty sure they mean only one survivor at a time on any gen, with three others unable to touch a gen.
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Nah, lets leave this creation of a pedophile out of DBD.
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It also punishes killers by debuffing them even if they play with a handicap by 2 hooking everyone before killing someone by weakening them and giving survivors a boost to finishing the last generator to make their win even easier.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693108#Comment_3693108
I dont mind not escaping via Hatch.
Not that you brought any argument or anything. If you dont know what to say, just dont answer. I know that I am right and that the claim that current Endgame is unhealthy is wrong.
Current endgame when survivors are losing promotes not progressing the game and instead hiding until your fellow survivor is caught and dies so you can potentially get hatch. That's not healthy.
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They already have been. Look at some videos older than a couple years old.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693045#Comment_3693045
okey and why cant we make males that are smaler then females? is there like a rule of the universe nobody told me about?
There's no reason for it. There honestly should be shorter men and taller women, just like in real life.
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Only if the cost of the rift pass is reduced equal to the amount of auric cells removed. Otherwise you can get what you want by spending the auric cells from the pass and paying for the next.
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Why gut both of them instead of leave them both alone? Despite the name, Escape! Cakes don't require you to actually escape to get their effect. They work just like Survivor Pudding.
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A crutch perk is only a crutch if someone uses it like one. If they don't rely on it to the point it hinders their ability to play if they don't have it, it isn't a crutch.
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No. There's a few different ways it'll go, and the least likely is still feel like Twins but better. More than likely either barely anything will change, they are changed in a way that kills their feel, or they'll get given the Freddy treatment.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683014#Comment_3683014
I meant that everything disables in Endgame (aside from Basekit Endurance and BT). Like OTR or DS as well.
(And before you repeat it again - I know why this is the case.)
Yes, anti-tunneling perks disable when you can't tunnel any longer. We've seen in the past what happens when anti-tunneling is allowed in endgame: Survivors are able to get a 4 man out without any danger to themselves and makes it pointless for the killer to do anything other than afk. The game isn't supposed to be over until the survivors walk out the exit and not a second before.
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Corrupt Intervention is still good, especially on setup killers.
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Consider it the killer equivalent to hatch. Against the majority of the cast who are incapable of instadowning, there's still a chance at a save and four out if the rest of the survivors swarm.
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Instead, they just update the description to say "when you die" at the end so people will understand that it doesn't make it so you keep items you drop, willingly or not.
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@moputopia said:
I agree, and if people are worried about lobby dodging, they could simply add an option to "hide my perks" for survivors.
The people who would lobby dodge perks they don't like would just treat hidden perks as an "always dodge". That wouldn't fix that problem.
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That is incredibly broken and would make the game absolutely miserable for killer. Also, deep wounds is fine as it is and doesn't need a change.
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So far, most of my killer matches have had survivors being the sweatiest sweats to ever sweat when I just want to bring cakes and play relaxed 8 hook games for BP and all the red has been straining my eyes, especially on Borgo.
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Base kit regression would mean it'd be actually completely useless against skilled survivors. They'd have the debuff gone before the Unknown would even be able to do a second shot. Practice looking back while running and you'll do fine.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677278#Comment_3677278
Exactly and im saying this will help.
This won't help at all. What's needed is better matchmaking and a playerbase mindset shift. Survivors need to be more willing to learn the game and try instead of suiciding and killers need to stop tunneling and camping obviously new players (and a lot less in general, but especially against new players).
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If there's only one survivor left and they're being left on the floor, the bleedout bar should just rapidly progress to end the match. Forcing a survivor to sit through the entire bleedout during that situation is bad design.
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@FunkadelicPeach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673973#Comment_3673973
7.6.0 -
The Unknown is one of the most broken killers ever introduced to the game. Not overpower perks, but really strong map control, chase, and special attack. (both sides agree about this)
unbound, unforseen, undone are all stronger than wicked, weaving spiders, and strength in shadows (subjective)
Greenville Square has bad map balance (both sides agree about this)
Huntress buff
Hag buff
Pig Buff
Doctor buff
Deme buff
Clown Buff
Blight Buff
7.5.1 -
Billy Buff
Onryo Buff
7.5.0
FOV buff
Gen tapping removed
7.4.2
Trickster Buff
Batteries Included Buff
7.4.0
MFT nerf
Stranger things perks removed from common bloodweb (net negative for all players, but 6 perks lost for survivor and 3 lost for killer)
Red Forest map size reduction
Garden of Joy main house nerf
7.3.0
Skull merchant buff
Trapper Buff
Huntress Buff
Deathslinger Buff
Legion Buff
Trickster Buff
7.2.0
Ultimate Weapon introduced (overpowered)
Knight Buff
Demo Buffed
7.1.0
5 killer perks buffed, 1 nerfed
3 survivor perks buffed, 6 nerfed
Cowshed nerf
Spirit Buff
Hag buff
Need me to keep going? In contract survivors have gotten
- anti face camp
- gens can only be kicked 8 times (instead of unlimited)
- Mangled nerf
- background player buffed
Those are literally the only things we have gotten. And most of those things affect literal game-breaking playstyles that toxic killers have tended to use more and more recently (3 gen locking and face camping). Only the Mangled nerf and Background player buff have actually had a positive effect on survivor players that does not directly address a problem with the core playstyles of the game.
Both sides have been adjusted, yes. Survivor mostly Quality-of-life improvements, while killer gets actual movement speed, reload speed, special power, and perk buffs. Hope this helps.
Something you seem to either be forgetting or just ignoring is that a buff to say Pig isn't a buff to all killers. It's a buff to 1/67th of killers where a buff to survivors is a buff to 100% of survivors so of course killers are going to get more changes since they're not just skins of each other like survivors are.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671512#Comment_3671512
Survivors are in a “good spot” with a *40% win rate..?
*likely lower, this doesn’t count games with a DC, hatch, or games that are reported.
Yes, because it's an individual win rate and not a team win rate. Aiming for an individual win rate of 50% for each member of the side with four people will end up with a sub-30% win rate for the side with only one.
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671532#Comment_3671532
I remember so many people defending xeno when he had like no cool down, afk pig, nurse (like come on), spirit when she could do the stand still mindgame and blights addons. It still surprises me
The "defense" of Xeno was "Xeno's cooldown on miss is currently bugged. Please wait for her to be fixed before screaming for nerfs."
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A rework is pointless. No rework is going to get survivors to stop suiciding on hook against her. Her power could be completely cosmetic with no effects whatsoever and they'd still do it.
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Eyrie of Crows is a graveyard.
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If you're the last survivor against No Way Out and the hatch has been closed, you've already lost the game several times against a killer with essentially an empty perk slot. You don't need yet another chance.
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@PreorderBonus said:
Literally the solution is to start putting more focus on hooks rather than kills. Survivors are happy escaping even if everyone had only one hook left, and killers should be happy if they hooked everyone twice. So the game should reward you for doing so
"Survivors are happy winning, so killers should be happy losing" is a pretty terrible take. Escape is a win for survivor. An equivalent to killer getting hooks but no kills would be if survivors were just happy completing generators even if they die, but they're not.