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Why does your fellow Demo mains always tunnel?
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@Dwight_Fairfield said:
How is Michael instinctive? The original Halloween spells out in 50 foot high letters through Dr. Loomis that he's pure evil.
https://www.youtube.com/watch?v=uprJsKihYUQ
Michael knows what he's doing. And he enjoys doing it. He toys with his victims like the scene with ghost sheet Myers, and he loves to display his victims too;
https://us.v-cdn.net/6030815/uploads/SD9OMEH7BDHK/8ub0s6t2a1291.jpg
That's not someone operating on instinct.
I love Dr.Loomis' speech there. Very good scene.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622443#Comment_3622443
What do you dislike? I love to play it as Trapper. One of the last maps with good grass.
Way too small, weak loops and deadzones.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622981#Comment_3622981
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622991#Comment_3622991
Freddy and Onryo mains have so much in common: two killers who have similar powers (Old Freddy in particular) and both lost their favorite versions of their killer.
And hopefully both will get their respective killers back, as soon as possible.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623087#Comment_3623087
I thought it will only be a graphical update for swamp and nothing more?
Precisely. I have a problem with the graphics changing, but that is a personal opinion.
As for the maps themselves, I like them. Way better than Saloon or Nostromo.
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@versacefeng said:
How are Huntress and Oni less redeemable and than SM.
Oni is definitely irredeemable.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623046#Comment_3623046
I actually like swamp. I only think the map is too small and some jungle gyms are too bad.
If it gets reworked, the map will most likely be a free 4K for killers, considering the other reworks.
Sadly it isn't an "if", it is a "when".
And then I will have lost every map that I like. Things aren't looking too good for me, I am afraid.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623060#Comment_3623060
I don't understand the hate for either. Thought I wasn't playing before they changed Freddy.
Claudette for the famous Blendettes and post-rework Freddy for being overpowered.
But the hatred seems to have switched targets (Skull Merchant, for example).
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623040#Comment_3623040
Fair enough. I know my main seems to get mentioned when people bring up survivors they don't like so I am always curious.
I know how that is. I main Claudette and Freddy, and at different points of the game's history they seemed to have gotten a lot of hate.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622991#Comment_3622991
I would love to add you to see you in the Fog together. I’d love to hear your thoughts, feelings and ideas on Freddy. Some guidance from an expert such as yourself would be great too ❤️
I'm flattered, my friend, I really am. Though I'm afraid I wouldn't know what guidance to offer. Like I said, Freddy doesn't have depth anymore.
There are little strategies to be shared.
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The map design in DBD has reached its peak a long time ago. It is unlikely that newer maps, or reworks done to older maps, will be released devoid of any problems.
And as much as I hate Dead Dawg Saloon, I can see the arguments for Nostromo being the worst.
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The end game is no place for pity kills nor escapes. No one is entitled to anything just because they were there when all 5 gens got done.
If the survivors managed to coordinate a rescue and they all left, that is fair play on their part. Sometimes it doesn't work, someone might get left behind. I've seen killers turn a defeat into a victory with pre-nerf Remember Me or Blood Warden.
But you aren't owed that kill.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622927#Comment_3622927
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622932#Comment_3622932
As someone who mains Jonah, what is it about him you don't like? Just curious.
I think he is forgettable. Uninteresting lore, uninteresting perks, uninteresting character.
Same as Felix, imo.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622730#Comment_3622730
I love reading your post all across the forums my Freddy friend 🥰 I would agree with you!
I think onyro is accurate but before her rework, definitely would have to move her up a bit.
Thank you so much, my dear friend <3
I like reading your takes on Onryo. It is good to find people who are passionate about their favorite character.
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Wesker and Jonah.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622730#Comment_3622730
I think fakeouts as Freddy with the dream projection does require a degree of knowledge, such as which generator should I scare survivors away from as well as the timing of using dream projection in chase to cut survivors off in chases. The only reason why I put Freddy below Skull Merchant is because I assumed that SM does require a degree of knowledge when it comes to drone placement when playing SM as a trap-like killer (such as Trapper and Hag) in her full potential.
However I do think he's less straightforward than Nemesis, so I would put him above him.
I am not sure how much is needed to master SM, because well... I never played her.
But yeah, I agree Freddy is less straightforward than Nemesis. At least to be effective with.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622734#Comment_3622734
Prove Thyself too....
Thank you, my friend.
I keep forgetting that one.
Prove Thyself is also due for a reversion.
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622741#Comment_3622741
Buckle up is nearly useless without FTP. Just like UB without DS in the old days, you may able to use it once every 10 matches against killers who slug.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622734#Comment_3622734
I just mean too much BP defeat the purpose of rarity of things on Blood web. I feel there is no reason to use Brown addon 30% setting trap faster, while I als have Green addon 50% setting faster. They should just remove Brown addon.
Unless you want to hoard add-ons. I know some players like to do it.
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@Optx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622721#Comment_3622721
- They help the grind.
That is explicitly why I'm opposed to them. I do not believe beginners should feel the need to purchase, unlock, and equip any specific perk in order to speed up progression. If baseline progression really is that bad (it is), it should be brought up to a reasonable level, and that's that.
- They do not hurt the variety, they are the variety.
I'm not entirely sure what that's supposed to mean. Variety is variety. BBQ's near 50% pick-rate at the time was, by definition, the opposite of variety. Sure, it's not slowdown, but that's an entirely separate (not to mention, complex) issue.
- They promote good playstyles.
This, to some extent, I agree with. They promote a pleasant gameplay-loop which we should strive for. Although, tying arbitrary bonuses which lack impact on the actual match in order to get players to play in a fun way is the last thing you would want to do.
I wouldn't be opposed to bringing them back temporarily, seeing as we're not getting a long-term solution any time soon. I just think it's an unhealthy band-aid fix to a very real problem.
That is explicitly why I'm opposed to them. I do not believe beginners should feel the need to purchase, unlock, and equip any specific perk in order to speed up progression. If baseline progression really is that bad (it is), it should be brought up to a reasonable level, and that's that.
Technically they don't. I got BBQ early, this I must admit. But I already had plenty of survivor perks unlocked by the time I got WGLF.
The grind can be managed without it, those perks just make it better. Even for seasoned players, actually. Their benefit is universal.
I'm not entirely sure what that's supposed to mean. Variety is variety. BBQ's near 50% pick-rate at the time was, by definition, the opposite of variety. Sure, it's not slowdown, but that's an entirely separate (not to mention, complex) issue.
But they were gone, and we would bring them back. This will help with the perk variety right now. Besides, it is better to see those perks than others, and that is already a huge help.
This, to some extent, I agree with. They promote a pleasant gameplay-loop which we should strive for. Although, tying arbitrary bonuses which lack impact on the actual match in order to get players to play in a fun way is the last thing you would want to do.
Bloodpoint gains are easily one of the best benefits you can give players in order for them to play nice. That, I believe, is exactly what should be done.
I wouldn't be opposed to bringing them back temporarily, seeing as we're not getting a long-term solution any time soon. I just think it's an unhealthy band-aid fix to a very real problem.
Well, I see it as the correction of a mistake. One of several that should be done, imho.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622702#Comment_3622702
Even if WGLF was reverted I don't think people would use it when we have Buckle Up which is objectively superior.
Only one way of finding out ;)
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622456#Comment_3622456
Depending on how they handle it, it might not affect you at all. If they do something like limit how many times you can kick any particular gen, it would only really affect ppl who've been kicking the same gens since the start of the match.
Depending on how they handle it, it might not affect you at all.
I sure hope so.
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@C3Tooth said:
Why is a Gen being 1250 BP still insane for me. Are we suppose to do 5 Gens alone? 300 BP per heal. Are we suppose to heal each other 30 times?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622702#Comment_3622702
I really think gaining alot of BP (combine with items/addon being alot of cheaper) making strong items/addons too easy to get, making weak and low tier item/addon being ignored in loadout and not used. I mean if 1 match give you 1 Brown, 1 Yellow, 1 Green, 1 Purple items, you should use Purple item every match.
Im fine with less BP being earned, to make purchasing more meaningful. But blood webs have to be alot smaller, and less node to gain levels much easier.
I disagree, my friend.
I am personally not okay with BBQ and WGLF having lost their bloodpoint gains. Those perks were extremely healthy to the game, for a myriad of reasons, and I believe they shouldn't have been touched.
In fact, even those who want to make the journey towards P100 would be pleased with their reversion.
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I would move Freddy up a little bit. Not much, just a little bit.
Yes, his power doesn't have depth anymore. However, using the little you have to be effective with him takes a certain amount of effort. One can learn all there is to Freddy (which frankly isn't much) and still not get results.
For that, and only that, I think he needs to go up a bit.
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@Optx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622702#Comment_3622702
Can you expand on that?
Original WGLF and BBQ lead to noticeable decreases in variety and forced beginners hands, which, among other things, is why I dislike bloodpoint gains being tied to any perk whatsoever. Could you clarify your position some more?
Sure!
BBQ and WGLF aren't just members of my extremely long list of things that I believe shouldn't have been changed in Dead by Daylight, they are an important aspect of it.
Those two were some of the healthiest perks ever released. First of all, they help with the grind, which is already a massive W for them. Second, I don't think they don't hurt the variety, because they are the variety. BBQ being there is one less gen slowdown perk for the killer (which no survivor likes to face) and WGLF being there is... well, survivor perks have suffered recently, but it was one less perk killers considered unfun to go against.
Third, they promote good playstyles. BBQ is a huge incentive to leave the hook and try to hook everyone at least once and WGLF promotes the good altruism, as an unsafe hook rescue wouldn't count towards the stacks. Sure, they cannot change every player's mind, but the situation is better with those perks present.
Last but not least, everyone wants those perks to get their bloodpoint gains back. It has been quite some time since they got nerfed and I have never seen anyone oppose the idea.
It is a win-win situation for everyone involved.
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Honestly, I never see it anymore.
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@Optx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622623#Comment_3622623
Let's not. I don't think it's too terrible an idea in the meantime, but we desperately need a long term solution, not a band-aid fix. Beginners should not feel the need to run specific perks in order to make significant progress.
Offerings are well overdue for a complete rework, which should have a positive impact on bloodpoint economy (hopefully). And I wouldn't mind seeing an increase to overall bloodpoint gains either, especially for survivors.
An increase in the overall bloodpoint gains is cool, but WITH WGLF and BBQ reverted.
What happened to those perks is unacceptable.
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@Shroompy said:
Compared to my other games, DbD is nothing
If yall are wondering: For Honor, Apex Legends, Overwatch
Playing Overwatch with voice chat can be absolutely miserable.
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And please give WGLF its bloodpoint gains back. That would help so much.
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I already have mine:
Sadly, I am not really happy with the changes its contents has received throughout the years.
But its on-release version?
Well:
https://www.youtube.com/watch?v=CpjH9M2SYskEDIT: And one day, my favorite killer will return to this game <3
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622450#Comment_3622450
There's no reason for people to be repeatedly demanding a 3 gen solution, but expect for the solution to be a 100% nerf on killers. If killers should be punished or discouraging for not committing to chases with survivors, then there should also be something to punish or discouraging survivors for not committing to generators.
The topic of discussion isn't the 3-gen solution, but those skill checks that pop up as you leave the gen.
Those are already a problem, except Overcharge which actually gives you the chance to hit the skill check, and the idea of increasing the chance of skill checks appearing every time someone leaves an unfinished generator would increase the amount of times this problem happens, punishing people who are doing nothing wrong.
And you can't commit to a generator while the killer is coming your way unless that generator is extremely close to being completed. That is just an unnecessary risk.
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That is one of the problems I have with the map reworks. First there are the visuals, of course: I don't like them, I prefer the old graphics and I always will. I stand by my opinion.
But the balance has been hit hard on some of them, definitely. Coldwind maps in particular, as if being hit with what I personally consider to be the worst visual changes done to any map wasn't enough. The new tiles and variations on MacMillan are terrible, no other word to describe them.
We also don't talk about The Game as much as we should, which has the exact same problem but for killers instead of survivors.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622286#Comment_3622286
You just described killers asking for literally every change that led to this meta.
And chase perks like MfT and dead hard's *second* nerf absolutely fall into the chase perk category. Let's not pretend that woo, buckle up, and ftp aren't also on the list of complaints. It's just that woo isn't on the road map, and bu/ftp are next on the chopping block.
This is almost exactly the meta killers asked for, even if it's not the one they *wanted*. The only thing that people want differently is to revert the nerfs to the gen kick meta perks and it would basically be the perfect, unlosable game for the average forum killer.
Edit: spelling
But then the complaints would've ceased, wouldn't they?
The way I see it, absolutely no one is having fun with the current state of things. If those changes were asked for (and many of them shouldn't have), then no one stopped to think about the consequences.
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@Skillfulstone said:
While asking for a perma-killswitch of Dull Merchant would be unfair to those who don't play like that, her very existence with such a design was a detriment to the game. I'm mostly annoyed because Dull Merchant and the players who decided 3-genning for 1 hour was good are almost solely responsible for the upcoming "3-gen solution" which will only hurt normal Killers even more (I think the 3-gen "strat" was truly popularized after Eternal had that accursed Dull Merchant match and dozens of popular content creators covered the whole thing).
Most of the time, the Survivors 3-gen themselves by mistake by doing gens too quickly and safely (leading to gens close to each others being done in a row instead of spread out) and the Killer didn't intend to end the game in a 3-gen.
Weaker Killers can use this mistake to make a possible comeback. It's the same principle as a Killer making the mistake of overcommiting to a chase in an unfavorable location/against a more experienced player and losing 2-5 gens in the process. Mistakes shouldn't be prevented, it adds depth to the game.
According to the AMA, the "solution" will revolve around the Killer's ability to kick gens (likely some limit after a set condition or time is met) which will effectively punish Killers for Survivors's mistakes. It's going to be very easy to genrush on maps that are "divided": just do every gens on one side since the 3-gen at the end will be mitigated anyway.
I mean, on the plus side at least we won't see many Killers being knowingly obnoxious from the start as much? It won't change much for new SM since she can't really scan gens anymore and is mostly just impossible to loop normally. Weaker (slow/M1) Killers are gonna take another hit and become less common outside of low MMR though, especially if Sloppy and STBFL get significantly nerfed.
Yesterday, I was playing Freddy on Gas Heaven and at the end of the game there was a 3 gen created by the survivors. I didn't plan on it from the start.
I don't think I did anything to deserve a punishment, which I am guessing the "3-gen solution" will be.
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@Coffeecrashing said:
The failed skill check % should increase every time a survivor leaves an unfinished generator, to discourage them from excessively pre-leaving generators to hide.
There is no reason for a survivor to stay in plain sight if they know the killer is coming their way.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621326#Comment_3621326
As far as I know, it was a horrible map before it got changed.
Wasn't it tied with cowshed for the worst of the worst?
Uhhh, no.
Also this:
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621287#Comment_3621287
Saloon doesn't need a rework. It's one of the best maps BHVR has put out.
This I really disagree with, my friend. Saloon I think is awful.
My least favorite map in the entire game.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622270#Comment_3622270
Yeah, but if I look at a Map like Rancid Abattoir, which was totally fine before and got changed into being really killer-sided, I dont have much hope for a potential Ormond-Rework. It will probably just include lots of Deadzones.
The MacMillan-Additions were also mostly bad. Again, a Realm where nobody complained about it.
I agree completely, my friend.
There is a reason why I say map design has reached its peak a long time ago. What we are seeing now, in my honest opinion, are bad changes happening again and again.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622291#Comment_3622291
Thats why he was our favorite until they changed him.
Pulling multiple people into the Dream World because the OoO user revealed their location at the very start of the trial was absolutely priceless.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622264#Comment_3622264
Causes flashbacks of memories that trigger extreme violence resulting in bad times for all. Rage as in however much you love or loved spirit multiplied by 3.
Laughs in Freddy who used to be partially immune to Object of Obsession.
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my favorite sword from Ds1 (The Zwei)
Mine was the Lifehunt Scythe.
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@Malkhrim said:
Hexes were never really good, but they started to disappear when killers actually started gaining multiple strong perks that wouldn't disappear in the first minute of every match until you got lucky once.
The map reworks didn't help either, though. Back in 2018, the devs aimed to make totems at least a little harder to see... but when they started reworking maps around 2020, totems were put in more and more visible spots. Once a dev had joked about "lighthouse totems" when referring to totems that were way too visible on hills, which were being changed. Well, they started coming back when Autohaven Wreckers got reworked.
And then there were the Boons. When CoH was Meta, survivors would look for totems all the time and learn totem locations more efficiently, making Hexes last even less. Additionally, Thrill of the Hunt got a huge nerf when Boons were added, so now builds that help you to protect your totems are even weaker. The final nail in the coffin was the Ruin nerf, because that was the only hex perk that was meta (but honestly, it was unhealthy as hell. Killers would never gain good regression perks and gen speed would never be slowed down simply because of how powerful Ruin could already be, but it was inconsistent and unreliable as hell).
The only Hex perks we still se once in a while are the ones that don't spawn at the start of game, like Plaything and Face the Darkness. This should make clear that the problem with hexes is how flawed the original hex totem mechanic is to begin with.
Back in 2018, the devs aimed to make totems at least a little harder to see... but when they started reworking maps around 2020, totems were put in more and more visible spots.
It is from 2017, but Badham used to have some pretty good totem spawns, leagues ahead of what we have today. I was talking about this with @Tsulan a while ago, and we also remembered some totem spawns on Coal Tower and Léry's, all pretty good.
I like the idea of Hex perks, I believe it is a healthy mechanic that gives survivors an ideal secondary objective. But they have to be better hidden.
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@xEa said:
I mean, it is obvious. All you have to do is look footage of 2016-2020.
So yes, of course survivors are nerfed a lot, while killer got buffed significantly.
Said that, to have the opinion that those nerfs / killer buffs are okay for the game are an option. I would not agree tho.
Overall the options to choose from this poll are missleading.
This^^^^
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Some people say cosmetics can break or hurt the immersion, but I believe they can enhance it. As long as they are properly done.
The overall focus of cosmetics should be to align with the lore and fit the character, all in the service of improving the atmosphere (which is severely lacking right now).
Wraith's Phantom of Vengeance, Legion's Chimeric Horde, Clown's Children's Parties, and so on.
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A red badge with the number 100.
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Skull Merchant sure is a difficult problem to solve.
I only played against her original version once, I wasn't here for most of the chaos. I was told by people who I trust that she was horrendous to go against, and I have no doubt this is the truth.
But she still is awful to go against, in my honest opinion. Maybe her 3-gen strategies aren't as effective as they used to be, but that doesn't mean she is fun. At all.
Due to countless terrible experiences, I am not one to call for things to get changed or reworked. But in her case, I don't really see another choice.
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@Seraphor said:
Verbal abuse notwithstanding, If this is added to the game, it becomes the default. Even if there's an option to mute it, survivors will be expected to use it, and then those that choose not to will get greifed. Either people will lobby dodge if they know their teammates arent on chat, or they'll sandbag the ones not talking/listening.
This will be a downgrade for those who want to play solo and don't want to use voice chat. They'll receive more toxicity. Also, a more accessible chat system could result in lower kill rates and therefore killer buffs, which in real terms would be a nerf for actual solo survivors. Widening the gap between "SWF/verbal survivors" and "non-verbal/solo survivors".
None of that is necessary. Voice chat is already available. Those that want to use it can play in a SWF and use discord.
In game voice chat isn't actually a buff for solo survivors, it's just making SWF more numerous. It's not helping actual solo survivors (people who want to play solo) it's just making SWF easiler/more braindead to organise.
If you want voice chat, play in a SWF. It's already so easy to set them up, join a discord group, a facebook group, whatever. Don't be lazy.
Well said.
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Better that than nerfing everything.
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@LeFennecFox said:
They're probably scared to touch freddy considering how miserable he used to be. Last changes were 2021 where they did the laziest possible retooling of his slowdown addons and threw random nerfs at him hoping he'd go away.
Freddy is just a victim of "statistics". If you look at any of the released winrates for killers you'll notice an obvious trend of what the average player considers a bad killer soaring to the top. It's because he has stealth, mobility, m1 perks, and some passive slowdown. This is the type of killer who destroys the bottom half of the player base which is a lot of people.
I will gladly fix him for them.
For free. I volunteer to do that.
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@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621992#Comment_3621992
Hatch grabs are still in the game if I remember correctly-
Nope, sadly they aren't.
Trust me, I tried.
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I'm fine with the hatch as it is. There must be a chance for the last survivor to escape.
Although I do wish they had left the hatch grabs in when they made the changes.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621927#Comment_3621927
You may be right, but in other games I've seen without DC penalties, rage quits are common.
You take a game with drop in/drop out gameplay like Counter Strike, Team Fortress 2, CoD, Left 4 Dead, or even something that isn't/is not so friendly to drop in/out like Fifa Pro Teams or Killing Floor, you get leavers in set matches all the time.
In those games it doesn't matter so much, but in DBD it's very important, and games with a similar level of matchmaking importance like LoL, DotA, Rainbow Six, they all impose harsh penalties for leaving, way worse than DBD because it negatively impacts the game for everyone else so severely.
I've always been quite surprised how lenient BHVR is on leavers tbh compared to similar companies, which makes me laugh when people ask for penalties to be removed.
Ah well, this is based only in my experience back when we didn't have the penalties.
Maybe people would be more inclined to rage quit than they were back then. Or not.
Either way, they shouldn't be removed.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621882#Comment_3621882
You took away deja vu from the others, lol
I'm telling ya, Third Seal carried that game.
