HaliAndEx
HaliAndEx
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- HaliAndEx
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I don't know much about MK lore but I love their character designs they'd be really great to collab with.
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@Your_Dad_Playing_DbD said:
So you had one match where the killer didn’t let you get hatch like you wanted and this means that all killer players are entitled? Attitudes like this is why there is so much divisiveness and toxicity in this community. So sick and tired of the “us vs them”
The point is that the killer sided with the survivors and accused OP of being a bad teammate when they weren't. Killers teaming with survivors is bannable.
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This has been around practically since release. Most content that criticizes one side is mostly towards survivor, or any toxic TTV videos. It's mostly survivor.
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Pragmata isn't even out yet?
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@hermitkermit said:
Personally I feel that maps should be scaled with killers. Those that have teleportation or high mobility should only get put on medium/larger maps, and those that don’t have any kind of traversal should only get put on smaller maps. Pallet density would ideally be adjusted depending on the killer as well. But I know this is all pretty wishful thinking especially considering how.. sensitive the code is lol.
I heavily disagree. I think DBD, just like every other game, should have maps where some characters excel in and others don't. Never mind the fact that this somewhat shoots the devs in their own foot? Everyone knows that people prefer to play killers with mobility, the maps that the devs spent money and time on would just go to waste because they would be played on much less compared to others because the killers that are being selected don't have mobility.
Then you could run into counterproductivity issues. A good chunk of smaller maps have a lot of visibility obstruction. Ranged killers like Huntress or Deathslinger would be hurt if a map scaling update was implemented. This doesn't even factor in what constitutes as a small, medium, or large map.
Would Midwich be considered a large map? It's shape and two-story gameplay can definitely make it feel that way to a killer like Trapper, but the combined square tiles doesn't even break 115 sqT. In short it is good on paper but this game has way too many variables for a feature like that to be implemented.
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@ShanoaLegendaryPlz said:
Can't really think of a specific time period, other than when dieing as survivor was much quicker. It didnt feel so personal getting tunneled because it was like you got caught, you died, next round. Now the killer has to personally make sure you don't get a chance to do anything taking allllll your extra chances away
Im sure many will probably say - before skull merchant/kaneki lol
That is true. A lot of interactions and players in general took things less personally than they do now. Like for example, killers back then wouldn't really tunnel unless they had to, at least in my experience. Now you see tons of people doing it just because they know it annoys people, same for slugging except to a much more extreme degree. You'd only see people letting others bleed out if they were toxic the entire game.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062804#Comment_4062804
It really is frustrating.
https://us.v-cdn.net/6030815/uploads/Y27WR8KSVWSF/image.png
site link has the percentages listed if interested. around 40% chance to go to one of these 8 realms
Why is map rotation this way? These are all the maps NO ONE enjoys playing on.
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I really wish Aurora wasn't even an option to vote for as a name it's kind of awkward for me to pronounce.
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I just don't like the color palette. I'm convinced people saw the blue one and went "bright glowy and flashy means cool design!" and voted for it. The black and gold was right there.
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059435#Comment_4059435
Even us survivor mains know that this mode is beyond unbalanced as hell.
From the 200 pallets, pallet respawns, to the triple dashes, group/camping expose. Its so unfunny how we got old three blink nurse and machine gun huntress with aura read spam.
The worst part?, most likely made intentional, it wouldnt be like that if bhvr actually bothered to make people interested in playing survivor.
But since they wanna bring the mode back every 3 months, they barely can give content for this mode and somehow thought adding legion was such a good idea when everyone warned them not to, almost killing the mode entirely.
It took over a year and 7 iterations to add a new survivor class, meanwhile they added 11 new killers to 2v8 since they added the 5 og killers.
If they really cared, they would stop adding killers and fixed the long killer queues and low interest for survivor. By adding MORE survivor classes.
Why is the pallet density a problem when there's double the survivors and killers, maps are larger, and killer's have their powers buffed. OF COURSE there's going to be much more pallets too? What type of complaint is this.
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Thankfully a lot of these maps you aren't gonna see often because every map is indoors now. Clearly this is a bug that the devs will fix.
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@shardfarmer said:
Short answer? No, not if it’s done right.
Buffing D, C, and even B-tier killers wouldn’t break the game; it would mostly raise the floor, not shatter the ceiling.
Here’s why:
- They’re weak because of consistency, not power.
- Most low/mid-tier killers can win, they just rely too much on survivor mistakes. Small buffs to quality of life, map pressure, or chase reliability would make them viable without making them oppressive.
- It helps variety, not dominance.
Right now, the meta funnels people into a handful of top killers. Buffing lower tiers means more killer diversity, fewer Nurse/Blight repeats, and healthier matchmaking overall.
Survivors already have strong tools with perks like Sprint Burst, Windows, Vigil, etc., survivors have plenty of safety nets. Giving weaker killers better tools just balances modern survivor strength.
The danger is over-buffing, not buffing. The game breaks when buffs remove counterplay (old Skull Merchant, early MFT) but smart buffs, shorter cooldowns, better add-ons, smoother powers. Add interaction instead of deleting it.
Hot take:
Buffing weak killers is healthier than nerfing top killers into boredom. Raise everyone up, then lightly trim the outliers.
I'm sorry, I have to ask, did you use AI to write this.
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Map hazards can only work sparingly and if it can only be set up by a player. Nostromo's pipes work fine because they take time to set up and is only allocated to one part of the map. If every map had hazards at every other tile no one would ever play. Things like that could only work in unserious gamemodes like 2v8.
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No, I find the complete opposite to be true. Original killers are more exciting for me. A lot of licenses DBD pulls from are popular, which isn't a problem, but popular = mainstream and that typically comes with types of horror that we've already seen before. Original chapters break that as a lot of the non-licensed killers in the game do have an archetype written around them but is twisted to feel organic and unique to the game.
Licensed chapters I feel as if have more of an opportunity to let players down or just be underwhelming. Springtrap is a prime example of this. Everyone was expecting a full chapter with a killer, survivor, and map, but we practically got a sidegraded huntress and a map that was decent but could have been expanded on much more. Not only that but we've been getting WAY too much licensed chapters recently, the devs are losing popular IP's to pull from.
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Is this buzzword of the month?
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You'd think a question like this would be relatively self explanatory.
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@Rudjohns said:
I'm struggling to play survivor
Either every match you play has 20 hour teammates with Knightlight as your killer or you're the most unlucky survivor ever. Even if you're bad, escaping less than not even a quarter of your survivor games is insane.
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Why use AI when you could've used a rendering that the devs made… and is easily accessible…
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Nothing in head form warrants her being in third person.
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@Musxussu575 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003540#Comment_4003540
Yeah that's what I've always heard but no one ever explains why.
Personally I see Sprint Burst as being the worst but that's just my opinion.
Sprint Burst is the only perk in the game where you're guaranteed to get value from it on every use it's far from the worst.
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That's the game working how it should?
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See you when the new chapter drops.
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@ForumPikmin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997354#Comment_3997354
Ok? Survivor, especially for solo que players is still insanely miserable, the fact that we're not going to be getting ANYTHING is the problem.
Did we forget that the pallet density on a good chunk of maps is going to be increased? The anti-tunneling changes may not be coming, but having pallets spawn closer together is definitely going to help.
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This is the only game where the community forms baseless theories because they think the devs are actively out to get them.
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@Smoe said:
Anything Almo says should be taken with a grain of salt.
A severe grain of salt at that. I know Almo was a dev, and I say this respectfully, but his gameplay particularly on killer wasn't necessarily the greatest.
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No, mainly because having 5 gens done doesn't mean you lost as killer.
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@Wolf65 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994206#Comment_3994206
Like I said. No looping or juking, if you got close enough the survivor could spin his controls all he wanted, you got a hit. Most annoying survivor perks haven't even existed. I played basement trapper with IG + AGI along with stuff like BH or Whispers and WON (4K).
This is either ragebait or you have no idea how the game played out several years ago. Survivor was at its easiest in the first 4 years of the game. Anyone genuinely claiming Killer was easier back then would uninstall just from one match of playing, even with broken builds like machine gun Huntress or insta saw Billy it was still a challenge to kill Survivors.
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Chapters like these are always my favorite. Anytime the devs add content from different culture it's always handled faithfully while also being done extremely well.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991868#Comment_3991868
No way you're not trolling lol. This is literally the most one-sided patch in the history of DBD lol.
I can name 10 other patches that are more onesided.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991940#Comment_3991940
Don't you know? Killer queues (except for 2v8) are like TWO WHOLE MINUTES!
Is two minutes suppose to be long?
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What?
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@ChurchofPig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991542#Comment_3991542
"In this made up scenario" and it's a scenario that happens often in this game and how these changes would effect that situation going forward…
The changes aren't going to affect anything. In the given scenario the unhooked survivor is being useless.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991557#Comment_3991557
I've also been thinking hard on it since the patch notes, and honestly, there is still an issue.
Sure, they can't bodyblock as effectively. But the game's autoaim priorities can make it where they can be right inside or behind the survivor you want to go after. Not necessarily when running, either.
A scenario I think of is the unhooker goes to a corner, and the unhooked stands an inch inside them at that corner. Now, the killer can't really walk into them to hit the unhooker, and the priority on who gets hit will be the closer one. This could also be done while running, but the unhooked has to adjust for their haste and where the other player is running. With enough time and experience, they can adapt to be able to force the killer to hit them regardless.
Not that this will happen all the time, but it's definitely a SWF advantage. This does also assume BHVR doesn't take precautions against this and allow hits to prioritize the unhooker, but I'll hold my breath on that until I see it.The devs can easily make it so that players that don't have collision aren't prioritized.
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@AmpersandUnderscore said:
Someone didn't read what the new Elusive modifier does.
People see one change they don't like and purposely forget about the rest of the changes to whine about it.
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@SAWII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991556#Comment_3991556
The game is designed to get down to 1v3. Then 1v2. Then 1v1. That will consistently happen. It’s. An. Elimination. Game.
That's where you're wrong. The game is designed to play like tug of war. Both sides have two opposing goals that is constant push and pull with each other. Killer isn't designed for the game to inevitably dwindle down into a 1v1 nor is Survivor designed for the game to eventually end up in a 4 out. If all Killers are able to consistently get to the 1v3 especially so early on in a game then you would be playing an elimination game.
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@SAWII said:
”Being able to consistently force a 1v3 is inherently unbalanced and unhealthy for the game.”
???
DBD is an elimination game. The goal is to eliminate people. In what world is doing so unbalanced or unhealthy?
"Being able to CONSISTENTLY force a 1v3…"
Stop filtering out words please. Not saying that's what's currently going on but It is a huge issue if most killer players are able to force a 3v1 consistently.
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People seem to forget that these changes aren't live and aren't going to be live for another month, I get being upset, but 50 posts about the entire patch because of ONE line that's bound to be changed before release is unnecessary.
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If you're playing a killer like Sadako or Pig and manage to get a kill so early on you were already on track to winning anyways; besides, getting a kill with their abilities is just a bonus their main function is to slow the game down.
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This happens in 1v4 as well and it's been going on for a few months.
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I think all modifiers coming in waves should be the standard. If 2v8 was permanent everyone will eventually become tired of it and go back to 1v4. If you make modifiers limited time people will look forward to playing it and milking as much fun from it as possible before it leaves.
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I think everything about this list is fine, but Fallen Refuge, it's a piss poor excuse of a map. It's a slightly bigger version of Vecna's map. Small, generally weak tiles, and gen spawns are tight. In the few times I have played on this map nobody has ever managed to finish all 5 gens and escape through the gates.
I honestly might argue this is the contender for the most killer sided map. At least on Haddonfield, the pallets on there are sparse, but loopable, and has a chance to get decent window spawns in a house or two. Vecna's map can spawn an okay setup, I was able to loop a Drac for a while on a decent set up I got and only went down because I pathed poorly. The same things cannot be said for TWD map.
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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984366#Comment_3984366
Agree with "Just because something is a "tech" doesn't mean it should be removed…"
Thing is DbD community love calling bug exploitation "Techs".
Momentum Tech is the name I gave to this. If you, for example, are going left as killer and then suddenly wants to go right there'll be some sort of intentional "lag" that makes you lose momentum. For some reason if you touch an object while doing so you'll not lose momentum.
CJ Tech is my way of mentioning the "beta feature" that is killer being unable to have two buttons to assign actions like survs have.
A while back they change the priority in situations where there was a surv inside a locker and another downed in front of the same locker so instead of picking the surv up the priority now is open the locker first. That wouldn't be needed if killers had the option to map X button to interact with pallets, lockers and windows and Y for survs and gens, thus eliminating CJ Tech.
Also even if it's niche Wesker Hugh Tech it's a exploitation that should be removed.
BUT I have to say they should add a little of "slide" to him so he can, for example, diagonally inward dash towards a wall and slide a little bit on it. The slide should only be made possible if he collides with a wall from his side, not his front or back of course.You agree that just because something is a tech doesn't need to be removed… while saying that in a post you made advocating for techs to be removed.
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Why use AI when you could've came to this conclusion with basic research?
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@Shroompy said:
Gen regression perks are strong dont get me wrong, but stacking them on an M1 killer isnt the best way to go about it imo. 3 of the 5 regression perks you listed at the top (Pain Res, Grim, Pop) all require a hook. Its much more beneficial to run a perk like Bamboozle and maybe another chase perk or info perk to keep chases short and also to push people off of gens is more beneficial to actually make use of these perks.
In short, applying pressure and keeping people off of gens is the best form of regression
Except using perks like Bamboozle actually require you to think to use it effectively. A lot of these people slap on 4 gen perks and think that it'll win the game for them.
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@Xray said:
The holy grail patch will be when trapper ghostface myers and onyro will get buffed to at least B tier
Hot take but Trapper being a B tier killer isn't something we should want.
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What does being British and Twitter have to do with anything?
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It's so disappointing to see a game I've loved for years be handled the way it is right now. This entire chapter is a huge flop, but the devs confirming Streetwise doesn't warrant a killswitch despite it allowing survivors to do things like completing solo gens in THIRTY seconds wouldn't even thought of if the game was being worked on by any other gaming company. This has to be the final nail in the coffin for everyone.
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It's most likely because Japanese culture is very widespread and afaik, many Japanese people are fond of foreigners indulging in their culture. There might be Native American tribes that wouldn't mind if the devs were to add it to the game, but I also know there would be ones that'd find an issue with it which is totally fair.
Basically, not all cultures are the same, some are closed off and some are open. As Caiman mentioned before it's really best to not bother trying to add it.
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I never noticed that, but I did notice that the front side of Michonne's cape in that one skin is completely see-through
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976383#Comment_3976383
Read back what I've said already.
Even then, I bet most of the complaints wouldn't exist if they just buffed the speed bottle to 12% and left everything else the same. The criticism of the yellow bottles is just an outburst to the changes to the purple. Why is there a difference between speeding up the chaser over slowing down chased anyways? Both result in the distance being closed. Is it intriguing slowing a survivor to a crawl for a hit?
The difference between purple and yellow bottles is their skill expression. With purple bottles you have to predict the survivor's general pathing in order to slow and potentially get a hit, as a survivor you can path unpredictably to throw Clown off to waste bottles and potentially avoid being hit. It's not like Clown has a sky high skill ceiling but there is nothing expressive with pressing a button to move faster.