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For_The_People

For_The_People

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  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795179#Comment_3795179

    Man, I was about to do a dive into Premier League soccer to compare goal averages vs results and you saved me the trouble.

    DBD VAR maybe?? lol

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793780#Comment_3793780

    addon economy has been a mess for years. but overwhelming amount of bp events (which im not exactly against) have made it even worse.

    really wish devs took their time to rework lots of such addons in one of the midchapters. rework addons that just give you more resources or make the power op with no drawback and more more interesting and fun addons.

    infinite rushes blight was unironically how some of the addons should've been. outright nerf but having such a ridiculous and funny effect.

    I’m all for variety of add ons and any ideas that can feel refreshing and switch up gameplay :)

  • To be honest, after events etc with many cakes and bloodpoints - add ons and items become more abundant. I don’t think these add ons or items are inherently unfair - especially most of these are medkits which don’t offer the same strength as the past - these are basically 2 or so heals.

    When medkit and CoH were nerfed, I think most (well killers anyway) welcomed the changes. I don’t think there was anyone saying post- nerf that multiple medkits in one match with add ons is problematic. The alternative is items such as toolbox (which killers have much more issue with) and flashlights (which if used effectively are more of an annoyance for most killer comments I see on the forums).

  • @totallynotamegmain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793762#Comment_3793762

    there was a roblox game that was removed a few years ago called “escape the darkness” and I always thought they did the objectives way better than dbd. Basically there was 3 “sections” of the objective. One was fixing 3 generators (it was the same as dbd, skill checks and all) , one was repairing 3 fuse boxes by opening chests (chests only had fuses as items weren’t a thing) and putting 3 fuses in a box to repair it, and one was fueling 3 gas tanks by finding Jerry cans on the map and using them on the tanks (each can did 50% of the tank and 3 people could work on it at once).

    Each objective had 5 (5 gens 5 tanks 5 boxes) but only 3 needed to be done, the order the objectives were in was random each game and you could only do the active objective. and there was no gates, once all the objectives were done the exits were open, idk about that part though.

    Honestly it made the games feel different every time, especially because there weren’t pallets but windows, crouch spots, and doors that could be broken by killer m1 but infinity repaired manually by the survivors.

    sounds really interesting! I’d like some of these kind of ideas implemented - maybe as a side mode like chaos etc as a kind of testing ground and slowly see what can/can't be implemented.

    At the very least it can throw up a fun side mode and at best, may make the main mode better if things can shift over!

  • @totallynotamegmain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793744#Comment_3793744

    this. Me and my friend joked about this when we read the Castlevainia chapters perks, I literally said “BHVR really ran out of ideas with this one”

    There’s only so many perks you can make with such a barebones base game (looking at objectives and maps alone) really you have windows, pallets, hooks, gens, totems, chests, healthy, injured, dying, deep wound, And… that’s kinda it. And everything listed there (except deep wound) has at least 3 perks based around it. And how would you really make a perk about deep wound?

    Without anything else all we can do is keep stacking more and more perks onto these same mechanics that have been perked to death.

    I get the feeling that with a big roster of perks and killers (and I say killers because they have unique powers) every new perk that is introduced runs the risk and potential to become overpowered when combined with something.

    Like you said, there is only so much that can be done, so I think it’s time to make DBD a bit more granular.

    X perk cannot be combined with Y.
    Category A (killer/swf) cannot use/repeat certain perks.
    New side objectives (meaningful ones that progress the game)

    Maybe this can be a refreshing evolution for the game and can make balances for perks easier without affecting everyone.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793708#Comment_3793708

    Yeah, they call themselves that, but there's nothing stopping these "chill" teams from doing gens fast, body blocking so the killer can't get downs, and still walking out the gates without a care in the world, meanwhile the killer was sweating. I've gotten plenty of 2ks as killer as of late, and it wasn't for lack of trying. This is the hardest killers have had to play, to get worse results, I've ever seen in the game's history.

    I've heard people experimenting with Dracula's wolf hug tech. I have no interest in pursuing it, but those players are gonna need it. In Dracula's base form, he straight-up can't get people at certain tiles, the same as any M1. Those killers can't do anything against survivors who know what they're doing. And killers who are basically M1 with a kind of twist, like Nemesis or Singularity, have similar results. SWF doesn't have to sweat against them to beat them. They just do gens, loop decent, no real game winning plays, and get 3-4 out. 4 out every time if the killer isn't tunneling, because the game will be over on his 4th or 5th hook. 2ks are no longer a thing to scoff at; it's what the devs want your result to be every time.

    genuine question because I don’t play killer and don’t know the it nuances and intricacies from a killer perspective but, when you say it is harder now for killers than before, what makes it so?

    Aren’t maps generally smaller compared to before? Aren’t certain perks that many agreed needed nerfs such as dead hard and mft nerfed? Aren’t gens longer co complete than before? CoH and medkit nerfed?

    Like I said, genuine question - am asking not asserting.

    I do know that gen regression perks have been nerfed. But is this the main thing counteracting all of the other things above? If not, what are the ultimate factors causing the game to be more difficult for killers than before?

  • I am probably at a lower scale of ability so my own experience is usually where I and many I play with struggle against overt and incessant camping and tunnelling.

    However, I will have to take the consideration of many killers who say it is a ‘needs must’ thing for them against higher ability players.

    The obvious thing then is to really focus on matchmaking as it is the same tools but people who know how to use them better.

    ideally it would be for those who must use strategies such as tunnel and camp to do so against those who genuinely play so efficiently and well to the point that these strategies are needed. Seems a bit pointless using them against the kind of players that hasn’t driven the use of such.

    Of course the big issue is that matchmaking and MMR is nit going to be easy to manage and implement but hopefully we’ll make progress there soon.

  • I am sure it will be difficult to implement but probably needs to be tested - it seems the mid MMR (where I’d imagine the vast majority of players are) might be with worth splitting into sub ranges?

    I think very high MMR and very low MMR probably have a relatively lower number of people in it but the mid MMR range possible has those teetering on the edge of both ends of the spectrum meaning far more likely to provide mismatches when matchmaking throws them together?

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/L4CWRD1FD31Y/image.png

    Only good perk I would say is Finess, then we got many okay/decent/niche perks and than rest like 50% weak/bad perks.

    As an avid mirror illusion user I had to chuckle at it being placed at the bottom lol

    it is of course a purely meme perk for me but I think it can be strengthened (not needed of course but I mean IF it is to be taken a bit more seriously) - maybe have it so it actually stays solid and static as opposed to the very obvious giveaway at present and/or have it so it doesn’t disappear if interacted with by the killer.

    That would probably actually make it VERY useful beyond purely meme purposes but hey, I’ll still use it as is anyway

    ☺️🪞☺️✨

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793435#Comment_3793435

    Hi! 😊 I fall for theming too. Always lol

    And how could I ever forget your Boon: Exponential Lisa Garland?

    yes I do like facing quite a few killers on their ‘home’ patch!

    haha you know my Lisa loves her Boon exponential!

  • They’re not the most popular maps for many and my reasons are nothing to do with balance etc - but I do love facing a myers on haddonfield!

    I quite like the swamp too (for booning reasons lol).

  • @PuddleOfBludd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793222#Comment_3793222

    Removing the ability to leave the lobby before the game starts is impossible. It is not impossible to do, but it is also going to create a lot of problems.

    Example: I just loaded up a lobby, set up my loadout, oops! Doorbell, it’s my parents who were in town and dropped by for a visit. Not gonna be able to play.

    Or in my particular case, I am effectively on-call most of the time. When that happens, I have to respond. So as with any video game, until the match actually starts, you have the ability to leave without penalty and that should never be changed.

    Any online multiplayer game that you play has a lobby that you fill before the game starts. People can choose to stay in that lobby or leave the lobby in literally every single online multiplayer game. Why do people here feel so entitled?

    Just like this is pretty much the only game that punishes people for disconnecting at all. Outside of the normal you just don’t get any experience.

    The people who push the most for this are the ones that are just unhappy that they can’t be toxic. If the devs are foolish enough to EVER consider forcing people to stay in a LOADING lobby, they are effectively just going to kill the game because people will stop playing. Nobody wants the toxic player base to be catered to.

    oh yes of course I didn’t communicate it clearly - I didn’t mean to remove the ability to back out of a lobby mechanically - I meant all the factors that contribute to it happening for reasons other than you’ve mentioned (i.e. being able to see prestige - which they’ve taken out in pre-lobby, being able to check profiles and so on) which isn’t a two-way thing - killers can check survivors but not vice versa.

    even people saying “well such and such character who dresses in such and such way is likely to be like x therefore I’ll leave”. They might be right - but survivors don’t have the option of seeing how a killer is outfitted (not saying that killers are toxic based on how they dress per se but just outlining that it isn’t a two-way thing). Could there be an argument for pre-lobby displaying everyone in a vanilla skin in addition to no prestige shown and profiles being locked away? No doubt it will be unpopular for some but judging by many comments, people do dodge because of such reasons.

    I’m not vehemently insisting on these things by the way, but it seems many dodge lobbies due to those factors - prestige, profiles, cosmetics, items - even names!

    And many can agree (I think lol) that matchmaking MMR being not as effective due to lobby dodging is a big issue in the game. If we remove the ‘deducables’ causing it, then hopefully it’ll be healthier for the game.

  • I’ve seen some of the comments and on one hand I can understand when someone says they will check a profile of a survivor and dodge if it looks or reads unsavoury.

    But if the same option isn’t available to do for killers it is a little unfair is it not?

    I think maybe options for going into profiles pre-game should probably go the way of hiding prestige in pre-game for all. I mean, it could be a console player who is super toxic but you’ll never know as they don’t have a clickable profile. So ultimately it’s the same.

    I think we should just play without being able to dodge. If MMR mismatch related issues are causing a lot of problems and this contributes to it, then it should just be disabled in pre-game in my opinion.

  • @Nazzzak said:

    It's the anonymity of the internet. Messing with someone in real life comes with the risk of a fist to the face. Hiding behind a computer screen is safe and people feel emboldened. Thankfully though, in my personal experience, most people are fine. Bad eggs are few and far between. I suppose it depends on what you consider griefing. Some things I don't take personally.

    😈💻:£&#%!!!

    🆚

    (💢◦`~´◦)っ)`-' )💦

  • I’m going to try to focus only on the killer and not the people who play them or play them in a particular way.

    But I personally really dislike Spirit. Her incessant breathing sound really gets to me and just makes the killer appear obnoxious. I always feel spirit games as sweaty regardless of if the killer player isn’t necessarily playing her ‘sweaty’ if that makes sense..

    I also just detest Trickster as a character lol he again feels obnoxious to play against and something about his laugh and the music/sound when he approaches sets me off. Sadly, this one is probably also a case of (most) trickster players I have come across have tended to disproportionately been the type to bm (unwarranted).

    I also don’t like playing against killers who constantly put you in a mending state of health broken state (but this is more due to the way if affects my build - it may be obvious but I use For the People a lot and games against legion and Plague (who I do actually like as a killer mechanic) very much negate a big part of my build sadly.

  • someone please let @burt0r know to call upon his Lord and saviour! (Lightborn)

  • @Astel said:

    I tend to switch pfp among the ones that are not chosen that much. I think I might be the one who changed pfp most frequently lol.

    that’s a good a reason as any for sure! Getting perk value lol

    ⍰ ➜ 👫 ➜ ⍰

  • @ranbuta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790895#Comment_3790895

    I don't know what will happen, but perhaps people will adapt. Irruption used to be popular because irruption is strong. Now, slugging is in vogue because slugging is strong. If using hooks becomes stronger after this, using hooks may become fashionable. But some people may not be able to adapt. That is why BHVR should improve the current situation before those people get used to slagging.

    Yes, I am a Japanese player. Considering the language of the developers, I think this forum is the best place to get their opinions.
    But please don't misunderstand me. If I wasn't interested in this game, I'd quit this game silently. I enjoy this game and that is why I am giving my opinion to enjoy it more. Not because I want to attack the game or the developer.
    I try to be as calm as possible, but I am sorry if I have offended you.

    no you didn’t offend me at all and I mentioned that your post and the way you articulated it was very calm and well structured :)

    むしろそう思わせてこちらからすみませんでした🙇

  • @ranbuta said:

    Due to the different play styles, many players on the Asian servers are more interested in winning than having fun. Especially since the update, there are a lot of players on the Asian servers who play with a Slugging style. There are also many camps.

    Advantages:
    No need to worry about dead hard, off the record, Reassurance, Strike, etc.
    You don't have to worry about flashlights, stun grenades, broken hooks, body blocks, etc. These can be very frustrating.
    No need to spend time walking to hang on a hook. You can quickly put pressure on the generator.
    No stress because there is no anti-face camp system. No quick or patient status.
    Gives survivors more todo lists when using knockouts.

    Disadvantages:
    It takes 240 seconds to kill a survivor. But even when hanging on a hook, it takes 140 seconds max. There is also the time to walk to hang.
    Survivor feels boring. But that's how competitive games are. This is not a killer's concern, but BHVR's.
    Pain Resonance and Pop Goes the Weasel and so on are not active. But these perks keep getting weaker.

    I think there needs to be more benefit to using hooks. Make Barbecue & Chili the default, for example.

    I am not good at English so I use Deepl translation.

    it seems the problem is heightened in your region in Asia. The problem with this is play style is that killers will lose skill expression for map pressure using hooks - so if BHVR do change the game to make slugging weaker in the future, killers who rely on it will probably not be able to adapt and complain more.

    もしかして日本人ですか?

    あの、スラッグをするプレイスタイルの問題は、キラー達はそのスタイルしか慣れなくなるので、もしBHVRがスラッグするのを変わるか、限る事にするならみんな困ると思います。

    このゲームをバランスするのは難しいと思うのが、色々ニュアンスがありそう。ただし、そのスラッグのプレイスタイルは絶対続けないと思いますよ。

    そして最近色んなアジアや日本からの人のメッセージが掲示板に来てる。たまにちょっとネガティヴすぎる。あなたの書き方は冷静で正しいと思いますけど。他の人は言い方がちょっとキツすぎて、BHVRのモデレーターからバンされてると思う。

    日本の事好きな僕は日本の悪いイメージなって欲しくないから、ちょっと残念なことです。

    日本語はきっとたくさんミスあるのですみませんでした

  • @GonnaBlameTheMovies said:

    This has been the case on the American servers for years, and probably the EU ones too. It's unfortunately not new, it's just a consequence of the game changing slowly.

    It's not "bad Killers", it's not problems BHVR created, it's none of that. No matter what anyone says, it's not ANY of that. It's the fact that this community has turned this simple little tag casual game with competitive elements, and made it into a super comp e-sport, and used that to create divisive us vs. them rhetoric, toxicity, and bred such distrust of the other side that it's entrenched now. The need to win on both sides outweighs the need to have fun, and despite what BHVR tries it's probably not going to go away quickly, if at all.

    Unfortunately, people like the commenter above show EXACTLY this issue I am talking about. We see it on the forums every day. There is SO MUCH loathing of the other side simply wanting to play the game as intended, everyone goes "I don't like that the other side can win. Better sweat, because I want to win." Which then makes THAT side sweat, in this case, when slugging happens Survivors sweat more with stronger genrush perks, and that makes Killers not even slugging sweat even more. It's a vicious cycle and it will continue until we all funally agree to a ceasefire and just… stop trying to win so friggin' hard every. Single. Game.

    BHVR can help by disincentivizing sweating for 4 man outs and 4ks. Reworking the emblem system. Making pips trivial so people feel like they are hitting a goal, but not having to GRIND for that goal by playing in an unfun way. Grades and Emblems need looking at again. BP gains across the board should be equal on both sides. And MMR gains and losses need to occur at a 1 to 1 rate, not this "you gain faster than you lose" crud that creates the very arguments people are having.

    100% agree on every point.

  • @GonnaBlameTheMovies said:

    I like Ghostface and didn't want the same Ghostface avatar everyone else here uses. :)

    👻👻👻👻

    👻🔪✨
     

    Not just the average ghostie! I like it!

    👻⚡︎⚡︎🙆‍♀️ ←attempt at recreating the perk icon lol

  • @Iron_Cutlass said:

    I really wish people were not toxic. I know not everyone is toxic, of course, and that they are a small portion of the community, but it really, really can bother me sometimes just depending on what curve balls life decide to throw towards me.

    Just recently (like an hour ago or so) I had a game where a group of Survivors took the game too far and harassed me in the post-game chat and dragged things outside of the game to the point of harassing me on my social media and Steam account.

    My dog passed away earlier today, and I made a post about it on my social media accounts since I wanted to take a break from social media, and I got a lot of positive feedback from friends and family… these individuals saw this on my social media and used burner accounts to mock my dog's death through direct messages.

    I blocked them and they eventually gave up, I wish things like this didnt happen, why do people take things this far.

    So sorry for the loss of your dog. Rest in peace and above anything else game-related.

    I really hope the toxicity dies down and again even worse when we don’t know what others are going through in life.

    Sincerely hope you are ok and wishing you the best.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788074#Comment_3788074

    It's even funnier when the reassure you to move away again. Almost 2 minutes of sitting on first hook.

    rest assured, we’re coming for you.


    maybe.


    oh you died, sorry 😅

  • seems to have resolved itself somehow but not sure if there was anything causing it. I can’t think of anything I’ve done to game files even accidentally and I never touch the settings.

  • @Spare_Them_Mori_Me said:

    This is why, as much as I love him, I wouldn't want Godzilla in the realm. The entity would just nerf him into a scared little thing.

    🦖=͟͟͞͞ ๛🔦ก(ー̀ωー́ก)

  • I think it’s still very early to say - there are a lot of perks out there and who knows how his basekit can end up combo-ing with them.

    Also I think the devs did mention in a previous post that the intention is not to make his or vecna’s individual powers equivalent in speed and strength to analogous powers in other killers, but the versatility and options overall can create unique plays.

    From a survivor point of view, I’ve seen some killers who’ve been very strong with him already and some who were clearly still practicing.

    Maybe in a couple of months we’ll see what changes he might need.

  • @Rugalraim said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787625#Comment_3787625

    I just tested it now. It's not working. Punched survivors like 20 times by now

    survivor roared for Nemi!

  • sometimes one must humble themselves and do gens lol

  • @UndeddJester said:

    It's a byproduct of being safe behind a conputer screen... being toxic in person comes with the very real possibility of being punched in the face, and that possibility counter intuitively helps keep the world somewhat civil 🙃

    very true!

  • I might be wrong and I suspect it isn’t black and white but I have made some observations during my time playing the game the last few years that could explain why.

    1. toxic players exist on both sides and though they may manifest this through different ways - it’s usually because of the agency they have.

    2. Some people often say x side is more toxic but I have personally seen on numerous occasions that someone has been toxic as survivor AND killer (the same person) - toxic people who play killer only will be toxic killers. Survivor only will be toxic survivors and those who play both sides are just toxic all round.

    In terms of WHY some are sore winners, this is my theory (obviously I don’t condone it but it is my observation):

    Survivors start off as soloQ players and the vast vast majority of their experience is getting trampled on. They will either go on to quit the game (especially more recent players as the learning curve is to steep) or, the do indeed ‘git gud’ but now have the skills to dole out ‘vengeance’. I have seen this personally with some people I played with - they were an innocent Dwight, but after being smashed countless times including the occasions of behind tunnelled, camped, bm’d - without the skill to be able to fight back, I saw them improve but sadly, their motivation seemed to be to ‘get back’ at killers. I think I literally saw a toxic turn in this player.

    For beginner killers, I suspect they eventually run into toxic survivors and swfs who drive them to similar motivations if ‘vengeance’ - I have observed many many commenters on the forums displaying this mindset.

    Bottom line is, all these experiences have driven some players to take satisfaction not from winning, but humiliating the other - probably because of partisanship and having been humiliated themselves.

    you may see this evident in many comments even on the forums.

  • how about non hat survivors scream periodically while someone has a hat on? This will provide some natural slowdown for those in gens while the hat bearer searches for an unhat station?

    This will mean the person with the hat doesn’t need changes that make it oppressive for them whereas the real purpose of the hat is to provide pressure on a macro level (which the screams > chase) can provide for those sitting on gens?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424200/lame-meta-incoming

    Pop is horrible again, so you shouldn't worry about that.

    But, try playing a few games as a killer and using ZERO gen defense perks, then try playing a few games with same killer but running 4 gen defense perks, and notice the difference in the types of games.

    The zero gen defense games you are going to feel like you are pressured constantly, and can't have a single moment of rest because the gens just simply go too fast. And against an even slightly competent team, you will probably lose.

    The games with 4 gen defense are far more relaxed and chill and you are able to take it slow and make more mistakes.

    Generally the well balanced play is to have 2 perks for gen defense. And this is part of the problem of the game in general. The game is balanced around killers taking gen defense perks, but oh look, there are no non-dlc gen defense perks. Really, they should do to gen defense what they do for killer perks, nerf the perks, and buff the basekit. This would lead to far more variety and perks that killers would take from game to game.

    Imagine instead a world where:

    • Basekit gen kick is 10%
    • Basekit regression is 200%
    • Basekit corrupt on gens and totems that lasts 20-30 seconds that deactivates when a suvivor takes a health state (just enough so non mobility killers can physically cross the map to)

    Then imagine that same world where:

    • Call of brine is probably fine in this world
    • Corrupt intervention is reworked or nerfed to add a little extra time to the basekit corrupt, upping it to say 60 seconds, or maybe it blocks all totems and gens for that 30 seconds, so maybe trapper or hag can spend a little more time setting things up.
    • Deadlock is nerfed down to 15 seconds, or even reworked entirely
    • Eruption is probably fine in this world, but if not the regression could be lowered
    • Grim embrace is nerfed down to 8 seconds for each token and then the 4th is only 20 seconds, or even reworked completely.
    • Pentimento is nerfed to 20% repair speeds, or maybe remove the repair speed penalty and make it do something else
    • Hex ruin is probably fine in this world but it could be tweaked if not
    • Merciless storm is probably fine in this world
    • Oppression is probably fine in this world.
    • Overcharge is probably fine in this world or could be reworked to not be as punishing to newer players
    • pop can probably be reworked to just do like 5% of extra gen kick on a hook.
    • Pain resonance could be reworked to be 10%, but maybe shows the survivors location now, so its more about finding the most worked on gen rather than regressing it.
    • Surge is probably fine in this world but could be tweaked if needed
    • Thanataphobia needs a rework for other reasons but is probably fine in this world
    • Thrilling tremors is more of an information perk but is probably fine in this world
    • Undone is probably fine in this world (but probably just needs a rework in general)

    You get the idea, these are all just ideas for the perks, but in general, you nerf a bunch of the high power gen defense perks to be like half as effected as they are, the bad perks can probably stay bad, or you could even just rework all the gen defense perks, but now the basekit is stronger.

    You'd start to see far more interesting and varied builds from killer to killer and playstyle to playstyle.

    I would also suggest doing something similar on the survivor side, such as:

    • Effectively make camping literally impossible, not just nerfed, but impossible to do
    • Effectively make tunneling literally impossible to do

    Then rework all the second chance/anti-tunnel/anti-camp perks to do something more interesting.

    Great suggestions :) as a survivor main, I don’t have any issue with the ideas with a few refinements etc but it’s worth testing in a ptb to identify what those may be

  • I hope the cosmetics are for characters who don’t have many good ones already.

  • I think the game has had many QoL changes, graphical updates and map updates which have improved many aspects of the game I think!

    No doubt a game that’s asymmetrical and will have new killers and perks coming in, adding in various old and new strategies will always mean there will be debates and so on regarding balance; but the game is unique and amazing as always - whatever changes happen in the future, I hope it always keeps its essence for us all to enjoy ☺️

  • @Marc_go_solo said:

    The Magnus Archives.

    It's a horror podcast, based upon an Institute which investigates statements into the paranormal. However, what they start to discover takes them beyond isolated, unexplained incidents, and into realms of cosmic horror, where fear is far more than just an emotion.

    The issue this would have is the interpretation of how the characters look. Whilst there seems to be a general consensus, there are other variants of the characters. However, the opportunities for survivors and killers are plentiful.

    Firstly, some characters as potential survivors:

    https://us.v-cdn.net/6030815/uploads/M9INYTLX3VE0/ce650644b274388cbc733c0111038ec5.png

    and secondly, a few killer options:

    https://us.v-cdn.net/6030815/uploads/XNFSKHEZ46QA/2906047c90abae03f919cea57dcba494.jpg

    Wait did you draw these? Dude you are seriously talented! Or whoever did these is in any case!

  • I also think predator could come into DBD well - as killer (with weapon kit - add on options insane)

    AND as a survivor (no weapons in their initiation a la AvP - the first movie. We shall ignore the existence of the second..)

  • @The_Krapper said:

    Alot of people will probably think this is cheesy but I want the OG horror squad all in here

    And I'm referring to the original versions of Frankenstein, bride of Frankenstein, Dracula, creature from the black lagoon, werewolf, mummy, maybe even phantom of the opera the ones from the old days where horror first started it would be nice to have that in there as a respect to the crew that really paved the way for what we have now

    not cheesy at all! And those characters essentially spawned so many genre tropes BUT also have the potential to be adapted in countless ways for a modern audience (hopefully with a more darker tone).

    Would love if all these OG horror characters were in - great shout :)

    🧟🧟‍♀️⚰️🧛🐺🤕😈🌊🦎👺

  • on the few occasions I have attempted flashlight, I can say I have successfully established myself as dbd’s number one ankle burner

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783544#Comment_3783544

    I like the idea of different things to do to keep it fun. Mine gets a little to complicated sometimes though lol. Still fun to write them out

    I think so too! Whatever the solution, I hope it’s a good one for all sides (insomuch as these can be.. lol)

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783536#Comment_3783536

    That could be a fun side quest for a while. Could be expanded with different objectives to keep it fresh.

    Yes and it was partly inspired by one of your comments anyway!

  • how about every survivor actions (team-related) during the game accumulates a meter that means if they are left as last two, the one with the most team-related actions gets an advantage over the one who hasn’t (maybe the one who hasn’t has their aura readable or the one who has gets a new objective for steps to ‘create’ a key that only they can use in a temporary hatch for one).

    yes of course I’m ready for a million detractors to this idea but just throwing it out there. This will speed things up, not be entirely free (the person still has to manage to go through steps to escape through the two above mentioned methods).

    This will also have the added benefit of incentivising people to not play for hatch from the get go (i.e. do nothing for the team or progress play)

  • @megahexen said:

    I can’t find any info related to this status effect. What does it do to me and what should I do to get rid of it? I can never find the totem to cleanse to get rid of this?

    https://us.v-cdn.net/6030815/uploads/KS7BPZTB7JI0/img-3800.jpeg

    https://us.v-cdn.net/6030815/uploads/VPIS6KCYZANY/img-3800.jpeg

    Most likely killer is using Hex: Devour Hope


    IMG_7479.jpeg

    In fairness, the game could make it easier by having the specific perk (devour hope) icon show up to indicate what’s causing it

  • this is a curse and the skull means you’re exposed by this particular curse I believe

  • I can’t see any images in case you forgot to upload it :)

    @megahexen

  • @I_mean_yeah said:

    Hello, just a little bit of help for my fellow Steam players, if you are having FPS issues or Stutters, you might wanna try adding -NOTEXTURESTREAMING to the launch commands of Dead By Daylight

    I found out that this command improved the fluidity of my game considerably, especially in situations where I kick gens, hook survivors or smack pallets

    Game runs much smoother now

    thanks for the heads up - I haven’t had any issues but I’ll bear this in mind if I ever do. Are there any drawbacks to this? (Is there a graphical or aesthetic drop/downgrade?)

  • https://forums.bhvr.com/dead-by-daylight/discussion/423874/is-there-a-way-for-my-friend-to-be-a-killer-and-the-rest-of-my-friends-can-be-survivors

    Yep in custom mode! You can even add bots and free to use full strength perks and items to test even if you don’t have them on your characters :)

    If you mean in official ranked games, then you can’t intentionally enable it and would have to rely on chance encounters.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780667#Comment_3780667

    I haven't had much luck out of running games on the sd card but my larger card was also cheap lol. Re4 wouldn't completely load in levels and I'd fall through the map.

    I thankfully got a good deal on Amazon for a 1TB but I’m keeping all my favourite games on the system just in case! Seeing your message earlier just reinforced it for me haha

    I haven’t played the Re4 remake yet (waiting for a big sale..) but I’ve played RE2, 3, 5 and 6 from the SD card and it’s been ok thankfully! I picked up each of these on sale for like £3-5 each - (about $6-8?)!

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