Gibberish
Gibberish
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There is literally no good reason that the Killers cant see hook counts. It's as stupid as if Survivors werent able to see how many Generators were left or something.
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The penalty should be increased.
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Really the only thing about Blight that needs changing is Alchemist's Ring. He's fine otherwise.
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Probably the strongest perk in the game right now.
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With the upcoming anti-camp thing, the hook escape attempt mechanic and the struggle state should just be removed.
No killing yourself on hook anymore, you can only do guarenteed escapes like the anti-camp mechanic and Deliverance.
Slippery Meat & Up the Ante can be reworked, probably to synergize with the anti-camp mechanic. Luck offerings can be removed or reworked to do something else as well.
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I think it's going to be licenses that will make BHVR a lot of money.
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None.
If they want to add horror characters played by actors, thats fine. But just adding the actors straight up is dumb as hell.
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Probably original. Honestly dont really care if its licensed or not though, just as long as it doesnt suck like the Knight and Merchant chapters. A 3rd bad Chapter in a row would be terrible.
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At low skill-level play, the game is Killer sided. Even F-tier Killers can completley curbstomp new and unskilled Survivor players.
However, when everybody playing actually knows what they are doing, are decently skilled, and aren't just screwing around, the game is very much Survivor-sided.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426912#Comment_3426912
You're leaving out the gigantic downside that the Finisher Mori becomes hands down the fastest, most efficient way to play the game if they were to implement it directly from that ptb.
Which means every game is suddenly a game of survivor whack a mole until everyone bleeds out or the killer gets all 4 down at once.
It also means tunneling one survivor out is the fastest way to finish the game, since slugging 3 survivors for a win becomes way easier than slugging 4.
It would be incredibly detrimental to the game to actively encourage that kind of play style. And putting the finisher Mori in the game would change how people play to try and force it to happen.
It's not just a reactive 'it shortens an already won game', it actively changes the meta in a terrible way.
No it really isnt. Finisher mori doesnt somehow magically make slugging all remaining survivors easier or faster, it literally just cuts out the part where the Killer has to meander around the map picking people up and the survivors just have to wait.
It gives zero benefit to the killer, it's literally just an time-saving/anti-stall thing.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426647#Comment_3426647
The problem is that the Finisher Mori is also a way for a quick victory, which incentives killers to play for a slug victory. You potentially end up with more slugging overall, not less. Killers load in with Knock Out and play for a Finisher Mori from the start. Sure, the game ends when all 4 are down, but there's a whole lot of whack a mole going on before that.
@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426647#Comment_3426647
I think that idea was intended for the last survivor and also I don't think anyone really liked that idea anyway.
I look at the situation as the killer won if they decide to hook you, but if they simply refuse to do anything at that point the survivors should be able to get another chance. Killers shouldn't be rewarded when they refuse to play the game after everyone is down. There is no need to waste people's time because someone gets a kick out of doing nothing while the survivors are left on the ground until a progress bar depletes all the way.
Getting all 4 Survivors downed is already a win condition for the Killer even without the Finisher Mori, literally all the Finisher Mori does is stop the game from getting stalled out.
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This is exactly what the Finisher Mori would prevent honestly.
Just end the match as soon as there are no standing Survivors left.
This prevents:
1) Killers deliberately bleeding out Survivors, just to be an ass to the Survivors.
2) Survivors crawling 300 miles across the map to where the Killer cant find them to deliberatley bleed themselves out, just to be an ass to the Killer.
3) Survivors going to areas where there is no hook within carrying range, forcing the Killer to bleed them out, just to be an ass to the Killer.
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She can stall pretty well if she has a 3 gen, but she has no way to actually capitalize on her stallling, so matches basically just turn into "hope the survivors get bored and give up".
Plus, that only really works if the Survivors let her 3 gen in the first place. If the survivors actually keep generator positions in mind and work to make sure that the last 3 gens are spread far apart (which really you should be doing against every Killer anyways), she basically becomes a powerless.
Not a good Killer at all.
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I think every ritual should have 2 "sides" one side for Killer, on for Survivor. Completing either one gets you the BP. Sick of getting multiple Killer rituals in a row when I have no desire to play Killer.
Also, Survivor-specific rituals should be replaced with perk-specific rituals since Survivors are just skins; eg: Instead of "Escape with Dwight" we get "Escape while using Leader + Prove Thyself + Bond".
Other than that, there are a few Rituals that could be reworked to be less grindy. Like, the Sabotage Ritual could be changed from "Sabotage 4 Hooks" to "Sabotage 1 Hook while the Killer is nearby and carrying another Survivor"
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Yep.
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For all the major flaws DBD still has (and it has A LOT), it's a massive improvement in every way from what it used to be years ago.
Going back would be absolutely miserable.
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Of those choices, I think Alien+Chucky is probably the best combo of licenses.
Ultimately though I dont care very much, I'm more concerned about the actual gameplay rather the licenses. Like even if they added my #1 most wanted lisence, I would only care if they made it both faithful to the character and fun to play as.
I would far rather have a character I dont really care about with good gameplay than a character that I do care about with bad gameplay.
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Sure, why not.
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He's literally one of the weakest Killers in the game.
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Dead Rising, but only if it sticks to DR1. Dont care for DR2, while DR3 & 4 are just rancid.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403840#Comment_3403840
That would negate the entire point of cosmetics, especially for killer
No it would.
People should equip cosmetics because they want to see them, not because they want to force others to see them.
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I might have cared a little if they released a digital version with online play and bots, because I dont think I have anyone locally who would be interested in playing it.
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@inkblot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401873#Comment_3401873
Well you can just, not equip them, but I understand were your coming from( not to mention some charms make it easy for the killer to see you 🙄
Even if I dont equip them, I still have to see ones other people equip.
Honestly wish there was just an option to disable charms and force default cosmetics clientside. 90% of the cosmetics in the game look terrible.
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I'd rather just have the option to disable charms entirely. Ugly.
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I think it's a tough choice between Art and Norman Nordstrom, but I'm going with Art because I think he would be easier to implement than Norman. Designing a blind Killer without also making them complete garbage or just dismissing their blindness entirely would be a tough thing to do I imagine.
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@Chocolate_Cosmos said:
Yes, because this is how they make updates.
When some Killer is killswitched they also don't just ASAP drop the fix for them. You have to wait week(s) for it sadly.
That's a totally different scenario though, that's game balance and bug fixing stuff, which they will need to begin figuring out exactly whats wrong and doing extensive testing to fix it.
This is just a little tweak to make bloodwebs faster, something they already have ready to go.
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The shard grind is honestly pretty ridiculous. DBD is a paid game, yet it's grind for new characters and cosmetics is worse than some free-to-play games.
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@Blueberry said:
Realistically it shouldn’t be measured by kill rate at all as it’s flawed for a multitude of reasons. While still having some issues hooks would be significantly more accurate in measuring balance. Hook snapshots would also be way more accurate measured at the time of last gen complete than at end of match. There are so many kills/hooks at end game from cheese and people hook bombing because they don’t want that last guy to die which skews the stats a lot single handedly and is not reflective at all of game balance.
I think a better, and probably simpler to program/implement, system would just have it be based on number of Generators at the end of the match.
5 gens? Killer curbstomped the Survivors.
3-4 Gens left ? Killer did pretty well, Survivors did poorly.
2-1 Gens left? An about even match.
0 Gens left with 0-1 escapes? Survivors did pretty well, Killer did poorly.
0 Gens left with multiple escapes? Survivors curbstomped the Killer.
Hatch escapes shouldnt matter in either direction, as it's literally just RNG.
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Hag and Twins easily.
Unsurprising, considering both of them basically have the same issue: "either play this killer in the most boring and tedious way possible or you're going to lose".
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She's literally the weakest Killer in the game right now, and one of the weakest to have ever been released in general.
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@Emeal said:
Killers with voice lines or laughing elevate the experience both as Killer and Survivor in my opinion.
If bHVR added voice lines and laughs to Skull Merchant that would make her SO GREAT imo.
Trickster is a good example of talking and laughing. Wesker is just good at talking trash at Survivors, hes the best.
I feel the exact opposite - voice lines are annoying and worsen the experience greatly.
The only one I tolerate is Nemesis's "STARS" because he only says it in two very specific scenarios, and only against specific characters, which makes it feel a bit more special.
Killers constantly chattering is annoying as hell and lessens the atmosphere.
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It's boring, really. After you've played against it once or twice, you've seen it everything it has to offer.
It's neither challenging or fun to play against.
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She's mid at absolute best.
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I miss the "Underground Lab" aesthetic, but I dont miss actually playing on it. Terrible map design.
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Trapper, easily.
Wraith at least has the little bit where he pulls the Survivor by the leg closer towards him, that's mildly interesting.
I dont know why Clown is even a choice here though, his is great.
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None, I hate characters having voice lines at all.
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None, if they had potential to be "broken", they wouldn't be low-tier in the first place.
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They should just be part of the weapon slot, not a seperate slot. Eg: Billy's alternate sledges should change to alternate sledge+chainsaw. I really dont understand why it's not like that in the first place.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342128#Comment_3342128
Dh got buffed…. Wow…
guaranteed value < maybe get value if killer falls for it.
that’s what you’re saying?
New DH is also guarenteed value if you're good enough to hit it on reaction, which is not that difficult. Not only that, it actually gives more value than old DH, and is useful in more situations as well ; eg: old DH was useless in deadzones, but new DH can get you out of them.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341777#Comment_3341777
They already nerfed many of survivors meta perks in the last perk rework, including DH.
Dead Hard got buffed, not nerfed. For any decently good player, new DH is just straight up better than old dh.
You can go "but what if somebody is bad at the game and can't use it properly, that makes it not as good as it used to be", but by that logic Nurse is a weak killer because some people are bad at the game and cant land blinks properly.
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I'm sick of this horse and the stupid memes surrounding it.
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I really cannot stand the direction the've taken the character into just being a generic quirky gamer girl.
Her actual lore where she's a miserable alcoholic failed e-sports player is much more interesting.
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@HugTechLover said:
Could you imagine saving enough BP to p100 from p0-100…. That’d be wild
Even if players could do that, it's not like it would mean anything. Prestige is just a number with no meaning, and you would be spending the same amount of bloodpoints either way, the only difference is that the player would be able to choose when they are ready to spend it, rather than needing to interrupt their gameplay every few matches.
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I liked the "underground lab" aesthetic. Hated actually playing on it though, absolute dumpsterfire of a map design, especially that one room with the glass windows.
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Yeah, probably. Deathbound has very restricted activation requirements for an effect that is not even good.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329705#Comment_3329705
The mori system specifically required basekit Unbreakable to function. Otherwise slugging becomes the killers main objective instead of hooks, which utterly breaks the game.
You could have basekit Unbreakable without the finisher mori.
You can't have the finisher mori without basekit Unbreakable.
Again though, yes you can. Slugging is already a win condition for Killers. Mori does nothing to change that.
Finisher mori does not magically stop unbreakable from happening either, Unbreakable only takes 20 seconds to reach full charge, so it will still be useful, except in the 1-in-a-million scenario here all the Survivors somehow manage to screw up so monumentally that they all get downed within 20 seconds of each other, at which point they basically deserve lose anyways.
So once again, basically the finisher mori has no purpose other than stopping people from stalling the game via forcing bleedouts.
It doesnt give the Killer any kind of notable advantage over what they can already do.
It's literally just a quality of life feature.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329649#Comment_3329649
The mori system that was tested requires the killer to get a 4K to use it. That's why it encourages slugging for the 4K, it's really that simple.
The only way to guarantee a 4K is to slug, anything else you're allowing for the possibility of the last survivor escaping, and you fail to mori, which under that system came with a massive BP score. And that would be absolutely fine, killers should have to work for the 4K. But you give them the option of not working for the 4K by making it guaranteed, and they'll take it.
This means the optimal strategy is to camp/tunnel out two players first, slug the 3rd, and down the 4th before the 3rd can get back up. If the 3rd get's up before you can down the 4th, rinse and repeat in relay until they're both down at the same time.
This could potentially last much longer then the 4m bleedout timer, and while this is happening, the chances of one of those survivors getting any repair progress done is virtually non-existent. 45 seconds is quite a long time when its just two survivors left, one on the floor and one in a chase. So the basekit UB isn't actually helping prevent the 4K slug in this scenario, it's just giving the killer a moderately safe timer within which they have to check up on one of the survivors.
What the basekit UB does do, is penalise killers in every other part of the game. So the ones that want to slug for the 4K are absolutely fine under this system, but the ones who are using slugging moderately here and there, when appropriate to apply pressure, are losing that ability.
- Survivors that divebomb the hook for a rescue no longer have to fear getting 3 of them slugged, because by the time the killer has carried one of them to a non-sabotaged hook, the other two pick themselves up while the fourth carries on repairing.
- Survivors running Boil Over can safely run to a dead corner with no hooks in range, and the killer can do nothing to stop them getting up for free while the other survivors repair gens.
- Survivors who go down under a pallet become off-limits to the killer. The killer is forced to choose between getting pallet/flashlight stunned, or leaving that survivor to pick themselves up.
- Any other instance of slugging no longer requires another survivor to come to their rescue, halving the killers pressure in general, and allowing 30-50% extra gen efficiency for the team as 1/3 or 1/2 survivors are now on gens instead of rescuing their team mates.
On top of all that, it essentially forces survivors to run Unbreakable as a new ultra-meta perk, because halving this 45s timer is way too powerful.
This is just a massive buff to survivors, in particular SWF, and doesn't do enough to prevent slugging for the 4K.
It's the equivalent of killers demanding basekit NOED because of survivors teabagging at the exits instead of just leaving.
I never said anything about the basekit unbreakable, I am just talking about the mori here.
Like, you say that it encourages slugging for 4ks, but Killers already do that. It's already a game-winning scenario without the base kit mori. It changes nothing.
Again, functionally all the base kit mori does is stop people forcing bleedouts.
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I dont know what people are talking about when they say that the Finisher Mori encourages slugging or gives the Killer free wins.
If the Killer has every Survivor downed/hooked/dead, The killer has already won in that situation, even without the Finisher Mori mechanic.
Literally all the Finisher Mori does is stop people from stalling the game by forcing bleedouts.
Killers cant deliberately bleed out the last Survivors out just be be an ass to the Survivors anymore.
Survivors cant crawl to a corner where the Killer either cant find them or cant reach any hooks to deliberately bleed themselves out just to be an ass to the Killer anymore.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328877#Comment_3328877
Scratchmarks are pretty minor for tracking. I'm pretty certain most killers would say their hearing is #1 or #2 for tracking.
I have an excellent hearing (I've worked for years in the field of psychoacoustics) and I often know a survivor is close just because I've heard their breath.
I'm not thinking about a text, like I've seen mentioned in a reply.
Maybe some shimmer on the side of the screen, something subtle.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328881#Comment_3328881
I'm not trying to be obtuse here ... but, could you explain why it may be "bad" for killers and "good" for survivors? (I'm paraphrasing)
It's entirely possible you don't think the feature is "good" for survivors either, and in that case it doesn't need any further explanation.
It would be bad for both roles because it would effectively remove stealth. And that's just for if there's only subtitles.
If it would also give directional indicator to where the sound is coming from, then it also removes mind games and such things by telling you the position of the other player.