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Halloulle

Halloulle

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Halloulle
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  • Is the combo strong? Absolutely. - But it's absolutely not the only perk combo that's very strong and since other extremely strong combos have remained in the game without issue my takeaway is: very strong combos are very much alright. Especially if they require some luck/work to be put in.

    What people seem to forget is that if a survivor is able to sweep in during hit-cooldown to FTP-Buckleup they have been tailing the chase for a long while which means several things: for starters, only two people were on gens which means gen progress is way too slow to have a good shot at actually winning (simply because resources will be depleted before gens are popped; chases in deadzones are extremely short). The two people who are now injured have to waste quite some time; you can choose to go after whichever one and the combo should only catch you off guard once. Don't give them the speed boost. You lost 15-20 seconds until you get your hookstage in subsequent combo-situations and the FTP-person can't even reset for a good long while. If they stayed close chances are you'll find them and have to chase them for one health state less. If they ran to the other side of the map to not be found that's a lot of time lost running around the map.

    All in all FTP-Buckle Up hurts from a killer's perspective because if it does have an impact it has a huge impact - and all the instances where the combo screws the survs over for one reason or the other (which arguably happens more often) the killer doesn't even notice.

  • Given how the skeletons are adjusted for each survivor I also find it somewhat hard to understand that it seems impossible to adjust ada's skeleton in a way that the animations work with her wearing high heels (just treat it like a boot). The only issue I could see is with going back and forth between flats and heels if you have to adjust the height of the overall character (but doing some leg-trickery to just make the legs shorter seems like a solution that could work without anyone noticing). Then again: Ada wears heels exclusively and won't receive a ton of cosmetics like the non-DLC characters so you don't have to worry about cosmetics working together.

  • ... Less perk activation requirements and restrictions is not at all qol tho, it's an insane buff.

    On average somewhat popular killer perks have more impact than a survivor perk - especially those that cause exposed, reliably reveal auras/produce noise notifications and regress gens. Just not from the very first second of the match. The further the match progresses the more these perks work in favor of the killer. At the beginning of a match the killer isn't supposed to "even the playing field" with perks. If that were ever the case killers would be ridiculously OP the second they get their first hook and it would be virtually impossible for them to not 4k if they get their first kill before all gens pop. - Nor will a single survivor perk ensure the survivor having equipped that perk will escape that match once it's down to 1/2 v 1.

    Are there some perks (in general, not just on one side) that have too many requirements considering the impact they have? Sure. Are there some perks that have too few requirements considering the impact they have? Sure.- Should that be adjusted: sure. But given how many variables are in play it's really more of a trial and error than anything else; and bhvr does the trial and error when releasing, reworking and tweaking perks. - Though, it would appear the "and error" part happens a lot 😅 But they do keep trying, so that's something.

  • @sizzlingmario4 said:

    I agree, and not just for tapes, you should be able to switch between a normal item and any killer-specific item. For some killers it’s not a big deal since you can just put down the killer-specific item, but for Onryo and Singularity it’s very annoying.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583394#Comment_3583394

    Her iridescent addon blocks all of the TV auras except for 1 of them and you have to use that one. Are you sure she wasn’t using that?

    There is definitely some bug with the TVs; friend of mine had it a couple days back too. I could see auras of TVs just fine and they got - understandably - frustrated that they couldn't see a single aura of TVs. First I thought Onryo maybe had a perk/add-on that blocks survs from seeing auras temporarily but in match result screen no such thing was equipped; just the add-ons to reduce teleport cooldown after projection, Deadlock, Jolt/Surge, Eruption and NTH.


    On topic; I can see how it makes sense that a survivor can only use one item at a time and that switching items should not really be possible in the middle of chase. - For Wesker and Nemo for example putting down the item has an animation time so that works just fine. For Singu and Onryo where you can't put down the items it isn't. I suggest to make a "switch item" action (idk, while standing still press and hold the secondary action button or sth like that); you press it and upon the bar having filled the items are switched and you can move again. For all I care it can have a cooldown of 15 seconds or so, so people are discouraged from going back and forth all the time; it's more of a "if all else fails" kinda thing, or, in the case of Onryo, more of a permanent trade-off; you don't get stacks from teleport but you get several stacks at once if you do get hit. - Putting a "you semi-permanently can't use an item" debuff on top of it does seem kinda overtuned.

  • @The_Krapper said:

    I can't wait for Made For This to be nerfed I'm tired of hearing people complain and it will be glorious when it's gone and people get cooked anyway realizing they're just bad at the game and MFT wasn't the only reason they lost.

    which just means these kinda people will find another perk to complain about. --- My guess is SB.

  • I seem to get sort of lucky with my soloQ mates. Though maybe that does have to do with that hidden MMR number; I played duo with the friend who's more on the new-ish side and somehow that seemed to have changed the way we get matched. Both the kind of killer we got (lets say they're extremely good at gauging 8m and counting to 10) and the kind of teammates we got; I usually have bond equipped and friend had open handed, so I could watch more than half of the people we got matched with do absolutely nothing all match.

  • no rework needed. Some tweaks though.

    For a while Sandra and Norman also seemed pretty smart - recently they seem to have become dumber again. When you play as Nemisis you often underestimate just how disrupting zombies can be. They should make up for his non-existent map mobility - and they absolutely can... though atm it seems to be more of a coinflip if they actually do. If the map is large enough or too difficult for zombies to traverse there goes your passive pressure.

    So I'd say make then gravitate toward survivors naturally (so they don't chill in an area where no one is, was or will be) and I'd say one zombie per x square meters traversable area should spawn, the base being dead dawg spawning two.

  • Since it has been edited out of the og post, let me rephrase neutrally: I have no clue how people starting now can muster the motivation to keep playing when the first 300-600 hours are miserable. (I do think that info is kinda important for context. I'm not talking about "downloaded the game a week ago and everything's new and exciting!" It is. No matter how your first few dozen hours go, I'm pretty sure they're awesome just because it's all new)


    .... then again. Maybe if all you know is that kind of killer interaction you don't even mind it. Personally, I take a sweaty Blight, Nurse or Wesker that stomp over the 8-m-game any day.

  • The event wasn't actually easier for either side. - But it was whoever-doesn't-actually-care-about-the-event-sided; whoever just skipped the whole oid mechanic usually was the side winning. Going into the void and doing the haunts routine takes time; for both sides. Whoever decides to not waste that time has a huge advantage.

  • they combined way too many changes - which is a pity.

    As is Trickster won't go to live (New Main Event + no recoil = Main Event default and hardly need to reload. Add to that his (then even buffed) ability to hard camp from a distance on the vast majority of maps and you just turned survivors into punching bags that are allowed to hold M1 while they wait their turn.

    Thing is, with that many variables its gonna be impossible to tell which numbers need to change. Only some of the changes going through will also invite criticism.

  • Reading the trickster changes I felt the need to reread several times. Tbh, half the changes I don't even get the reasoning behind. Like, what kind of scenario do devs have in mind where this leads to enjoyable gameplay?

    I mean yes, PTB exists for a reason - but with such a range of changes it's gonna be impossible to separate the variables later. What people gonna complain about are the obvious things- but usually ptb isn't nearly enough time to see hidden synergies, where a seemingly minor change has a huge secondary impact.

  • I think Lethal Pursuer+BBQ as a short killer instinct version would be good. -- Most very good players can make an educated guess based on their own spawn location and perks they brought (e.g. corrupt) and based on game progress rhey can make an educated guess which gens are being worked on, aka where survs are. But the basekit changes aren't for the cracks but for the casual players that are still good enough to get matched with the cracks and just can't (and usually don't want to) compete at that level. Given how MMR works they'll be stuck there if they don't lose an abnormal amount of matches though, so they dont really have a choice.

    Ine of the most frequent complaints I've seen is how difficult it can be to find survivors and how much precious time is lost at the beginning of the match.

    Killer Instinct instead of aura read because I think it's a good compromise between distortion being bypassed and still getting a pointer on the direction.

  • Wesker is overrepresented for sure --- but not overpowered. Powerful, yes. But also fun --- if it weren't for DBD occasionally turning into DBW. No matter how fun originally, things become old, boring and eventually very annoying.


    And maybe he needs a tiny limiter in his kit to make him less good at coming-back-to-hook as his go-to-strategy (though, I find among players that are generally not that skilled with his kit do that more frequently). Something small like killer instinct upon using a spray only happens when your infection was not reduced by being hooked. That way people who know Wesker is a friend of coming back to hook do at least have a chance to actually get away and not get away - just to be found not even a minute later because they have to use a spray. I wouldn't want to remove infection upon being hooked entirely, cause that would screw with the balance between available sprays and times they need to be used (also taking add-ons and playstyles into account).

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567823#Comment_3567823

    Clearly it doesn't favor the ping because survivors get a magical little bump when they go down though.

    If the ping is on the game side, i agree that BHVR should fix it like this silly automatic movement on fall, which should always end up right in front of the killer. If ping in an issue on player side, there are fixes for that - better equipment, better service, etc.

    .......

    The server is doing killers with ping a favor: it calculates if, based on what the killer is seeing with their ping, the hit would have hit. If it does it just goes ahead and pretends it actually hit. The survivor is going down in the location where they were when the server made that decision in favor of the killer.


    Bottom line: I'm willing to give up the magical little bump survivors receive if killers also give up the magical hit they receive.

    (and just to be clear: that makes absolutely no sense, since there will always be ping significant enough to make the game unplayable.)

  • We talk about basekit blight? Ye, love him, actually. Fun guy to verse.

    How many Blights do I see that don't use the OP add-ons? Idk, 1/10 seems about right.

  • On killer side I always end up with Nemo. I just really don't like pallets 😅His whip is also a lot of fun, once you get a hang of it. - Not to mention the meme potential Sandra and Norman offer.


    On surv side... Leon and Felix are my BP-dumps and, if the changes to hide prestige go through, will probably be my mains again. Atm there's just too much dodging involved when I pick them and I don't like the whole last-second-switching. Leon because I love the RE remakes (played RE2 around the time I started playing DBD), and Felix was first a cosmetics-choice - but stuck because of the lore background. --- That being said: My default character to play as in the meantime has been Quentin. Idk why. Probably because he's pretty non-descript and I don't have to think about which cosmetics to put on him, since he doesn't really have any.

  • I'll just go ahead and out myself as someone who feels literally naked without Distortion. It's been present in 90%+ of my matches since 6.1.

    I'll also go ahead and out myself as someone who feels a lot of contempt for players with distortion when I play killer. Cause I'm in the habit of two hooking everyone before sacrificing anyone and omg, distortion is such a pain.

    Now, that being said, let me tell you why I use Distortion so much:

    In the majority of matches it is a great info perk, especially in swf.

    But in a portion of matches it is absolutely neccessary to not just die. Lethal+NTH(+All Ears/Darkness Revealed) Nurse/Blight/Wesker/Demo/Executioner and Aura-Huntress are the usual cuprits.

    And lastly, to address the points op made:

    I don't think having an aura perk means you're entitled to get the aura read. - The first aura-reading perks were few and far in between and had rather easy to tell triggers so you could deduce for yourself if a killer had an aura perk and adjust. At this point there are so many ways for aura reading that safe for Lethal and BBQ it's near impossible to tell if/which aura reading is in place and adapt to it. Some perks are explicitly there to enable a strategy or counter a strategy of the opponent. Distortion is there to enable stealth and counter full aura-reading builds. Just like it's on a Distortion player to somehow manage if they get found and chased, it's on a killer player to manage if they can't read all auras everytime and still manage to find survivors.

    Survivors who don't take the killer seriously and run right into them for chase are bad. Survivors who take the killer seriously and try to avoid the killer are bad. --- This is mostly something where different people have different tastes. By the sound of it you enjoy engaging chases - but there are plenty people who would beg to differ.


    Which also is the bottom line: If you consider chase the central aspect of the game then I can see how Distortion seems off; it doesn't usually support that aspect ("usually" because a Distortion player can very well show themselves and take chase in a strategic manner; start chase on their terms and not get jumped by the killer). However, stealth is a strategy that's explicitly meant to be employed. Recent aura reading perk additions have made it near impossible to actually employ that strategy with the surv basekit though, so if you at all want to play with stealth in mind Distortion is pretty much obligatory.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568567#Comment_3568567

    *Trapper just got those changes and while it doesn't make him S-tier (which it shouldn't in the first place) it does make him a very viable killer across different skill levels.*

    Trapper is a viable killer just screams to me that you haven't played against a decent survivors yet, if played killer at all.=) Sorry.

    I respect your opinion, but recent Trapper's buffs got him nowhere in terms of gameplay, if I can be honest.=)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568563#Comment_3568563

    I don't know about camping, but tunneling yes, I do think I'm right about what I just said.=)

    Don't get me wrong here, I do not like this tactic at all, I wish we could get rid of it, but I do understand that some killer roaster just need it in order to just not dissapear.

    Without viable tactics to at least "Score something", no one will play anything aside from only strong killers. The game will become boring.

    Or maybe the other way around: You haven't met a Trapper who has learned how to make good use of the Trapper changes =)

    If you want to play Trapper for chase you can absolutely do so and get a decent killrate. Dear Evan just has an actual skillcurve now.

  • The thing is; the changes have to happen on the killers that currently "have to" tunnel. Trapper just got those changes and while it doesn't make him S-tier (which it shouldn't in the first place) it does make him a very viable killer across different skill levels.

    What if the survivor side was changed by, say, increasing gen times? It would only amplify the gap between already above average killers and the rest. Those who already stomp would stomp even more (and guess what, the only strat against those is to try and break the friggin escape record and do gens asap).

    Once all killers have a viable strategy that promotes dynamic and interactive gameplay on all sides it's, imo, imperative that one-sided strategies are removed from what's mechanically possible (and in the long run that includes tunneling and proxy-camping for killers as well as gen rushing for survivors).

  • There are relatively few killers where playing a tile is a viable strategy (given all the vault-ignoring and/or distance making M2s) --- and there are even fewer killers where just making distance is the wrong play (Blight, Oni [in power]... and that's all I can think of). With healing being a massive time sink if you don't happen to know where teamies are people are also adapting to being injured a lot; either with injure-friendly perks (mostly MfT and resi) or by leaving well in advance.

  • Prove is overrated, imo. On most occasions it's still way more useful to be on separate gens.


    My personal favourite out of the bunch is Leader; terribly underrated and especially the unhook speed can turn an impossible situation into a possible one (or a fumbled unhook into a successful one) - healing speed is always nice and feeling useful when someone else opens the gate is also a nice feeling ^^


    But. The most useful is probably Bond - especially in SoloQ. Knowing when another surv is approaching in chase, knowing where someone is on a gen when you're in chase, knowing if someone for a reset is near, being able to take a perfectly timed protection hit and knowing if someone else is there for a duo-unhook is invaluable.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567254#Comment_3567254

    Right, I get the problem of jumping - but you're thinking as a typical survivor. This is an advantage for the survivor through and through. Why is it a benefit for them but not the killer?

    It's just as wild of a scenario for an easy knock down and pick down in the gate to lead to a win for the survivor when it shouldn't have. That extra 2-3 seconds of searching got a cocky survivor out the gate who should have been picked up and hooked. Why are we only considering the survivor in this case?

    ....you do realise that the killer getting the hit is the server considering the killer, right? Ping in this game favors killer; the killer with ping will get the hit, even if they maybe shouldn't have. The further a surv is away from where the killer thinks they downed them...the greater the chance they shouldn't have landet that hit in the first place.

    Exception: if a surv has the red ping bar all match long. Then it's their own ping that screws them (though considering this: a killer with ping got an advantage because of it while a surv with ping is screwed).

  • "On auric cosmetics at least, that's always a tough choice. It'd be really cool to have a fancy reward for purchasing 100€/$ worth of aurics, but at the same time that's an insane amount of money and we don't want people to feel like they're missing out by not spending it. Auric cosmetics is ultimately something for people who already got everything else, so we don't want to lock too much content behind it."

    Yes, I'm aware non licensed cosmetics will be available for shards eventually. Though in that case it becomes all about time invested and by the time you have a) waited for them to become available for shards and b) have collected the shards you can probably hit P100 as well.

  • only issue is that there is no static mobility in this game. mobility also includes how much of a hindrance obsracles are - and sorry, but for Nurse they're non existent. The only exception: her being sucked into collisions, especially map border collision (which is why edge map is actually somewhat decent against her).


    The 1 vs 2 blinking is less about covering flat distance and more about distance-that-leads-to-a-hit. If you take two blinks to get close-ish to a surv chances are that by the time you have recovered and could blink again you can't blink with enough precision due to lack of information. If you one blink into that spot you can always precision blink with a pretty much guaranteed hit (provided you have the mechanical skill to do so).

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563043#Comment_3563043

    Yeah, but what I'm trying to say is, from the standpoint of cosmetics and their variety, having just blue each and every rift is going to be extremely boooooring and repetitive. We need recolors with other colors, and whatever justification lore-wise they might have to come up with, they should do it.

    They should be quite aware by now, that variety in cosmetics is very welcome and sells. And I'm not even talking here about the variety among different characters, I'm talking about variety that is shown even within the wardrobe of any single character:

    • halloween blighted outfit
    • halloween costume outfit (e.g. werewolf, scarecrow)
    • gala dress code
    • alice in wonderland
    • valentine's day
    • etc.

    Yes, I'm in agreement. - Just thinking about how the Rift cosmetics, and especially the deep rift stuff, should be closely connected to the theme of The Fog and what lies there. I was just trying to think about what other color palettes are present in The Fog and thought about the archives-room. A very grey-black color palette would probably also work when it's about the fog itself. I don't mind blue energy-elements throughout, since it does seem that the "energy color" in the lore seems to be that bright blue.

  • Imo, anyone who (fast) vaults repeatedly so that a killer gets a notification doesn't do it for any practical purpose - other than "distraction by annoyance" maybe --- which frankly, I can very well do without anyway. Imo, two fast vaults - back and forth - can have a number of reasons. But three you don't really need to do - and with two preceeding vaults the audio cue doesn't give additional info either. So I think it'd be a win for everyone if noise notifications are only replayed twice (per survivor in an area around the first vault location and within a certain time). And/or the killer gets an option in the setting to turn off the noise notification and instead get a "notification vignette" when the sound plays, so that they get a visual instead of an audio cue to look around and find the visual cue indicating the location.

  • I generally like the goofy turkey sltihering across the map. - But given the sheer amount of Dredges the nightfall thing does get rather annoying after a while. It's great to have it every once in a while. But many times a day? Urgh. Not the cute turkey's fault tho.


    That being said; I do think his nightfall needs some accessibility options where you have similarily distracting and obscuring but less psychologically disturbing sounds.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562820#Comment_3562820

    Okay, I understand that lorewise. But otherwise, think about it... the game is gonna have an overabundance of blue recolors - to the point where it's annoying to see it everywhere. And on the other side, no cool recolors with other colors.

    The game is called "dead by daylight", and yet they've ignored this and made some daytime maps. Hopefully they'll reconsider bending the lore implications of only blue recolors too.

    I mean, one rather simple other colorscheme would be an earth-colors scheme which takes the color-vibes from the observer's room / the archive. Especially if the lore at some point goes a little bit deeper into the role of the observer and that side of things.

  • For me that kind of slugging where a match is prolonged for no good reason is more or less the same as that kind of staying in the gates where a match is prolonged for no good reason. The issue is: it's impossible for the game to tell if it's "for a good reason" or not.

    A killer that has a challenge to hook x survs in egc will have a hard time doing so without at least some slugging, a killer who needs that fourth kill in that match for an achievement or challenge also has a pretty good reason to do so. Maybe the killer actually wants to give a survivor hatch, so they keep them slugged while searching for the other.

    Conversely, when survivors stay in the gates and don't leave asap that could be because they have a "leave as the last survivor"-kind of challenge or because maybe three of the four are at the gate and they know the fourth is close so taking hits is what they should do - for that they have to wait tho. And so is staying and trying to unhook if that last one goes down on their way to the gate.

  • @Chaogod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561648#Comment_3561648

    What does hours have to do with anything? 300 hours? In a game where the skill ceiling is high enough to touch? I hate to break it to you guys but this isn't Dota, Street Fighter or any game that requires a level of that kind of dedication to be "good" at. Not trying to be rude or mean either but seriously there is only so much you can do when the entire game is foucsed on how you move and mind games come down to a handful of moves.

    But no idea what any of this has to do with what points I made? If it's "well you just don't understand the game" well then why hasn't anyone refuted anything I brought up?

    That right there is why no one so far has bothered to seriously address the points you made. True, every now and again people bring up how *certain situations* - usually driven by specific builds, maps, or individual perks - lead to egc being a frustrating lose-lose kinda situation for the killer (e.g. someone using Deli, or buckle up ftp) and there are some discussions about which mechanics/perks ought to be disabled in egc. You don't really name anything specific, gate spawns aside, that is specific enough to address. As for the gate spawns: That's rng. They can be in viewing distance for the killer so they can actually camp gates or they can be on opposite sides of the map. You win some you lose some.


    As for the hours: I bring those up because you brought them up. A frame of reference, if you will. To put your 170 hours into perspective. And, with all due respect, I think you have a bit of a dunning kruger effect going on. Individual perks and add-ons, knowing map layouts and tiles and the spawns of resources (for killer mostly pallets tho) is a pretty fundamental knowledge in order to even be able to actually play this game. Idk how long it takes you to memorise and practise to recognise that kinda stuff and put knowledge into practise but given the sheer amount of stuff I'm pretty sure few people can do it in under 300 hrs of playtime (assuming they don't treat it like college and sit down and study before they even play the game). And that's not even touching on killer specific techs and quirks, and checkspots.


    But yes, to play dbd casually you don't need much knowledge. And you will inevitably pick up on stuff as you play - the rate depends on how you play and how much you care. But the skill ceiling is higher than it seems at first.

  • Inconsequential.

    Granted, no killer spends the whole hook timer slapping you (... that's.... something? I guess?) --- but by now means has there been less camping. Or have I felt less frustrated or robbed of agency (remember, those two points they mentioned when they accounced the AFC mechanic?) when a killer wanted me dead on first hook. ¯\_(ツ)_/¯

  • @Chaogod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561626#Comment_3561626

    I have 170 hours but okay. You don't want to talk because you have no argument besides deflecting. So that is a mutual feeling.

    Not to sound mean or anything but you're sure you didn't at least forget a zero at the end there?

    In all seriousness though: I think the majority of people agrees that you lose your newbie status somewhere between 300 and 600 hours, depending on how you play the game. Your average joe sits at a level that most people reach within anything from 1k to 4k hours. - With more than 4k hours you'll have played this game so much that it's pretty much impossible to still be only average (personal opinion and I know some people disagree - and granted, someone who played this game 24/7 several years ago and only recently got back into it might be an exception - but I'm talking about the bulk here).

    As far as egc is concerned: the only reason there is egc is so that matches don't last indefinitely. That's also why a killer can open the gates.

  • @Nazzzak said:

    When I changed platforms fully at end of last year, I left all my Halloween, Christmas, etc, stuff behind. So I havent had any of that stuff all year. And you know what? My gameplay was not affected in the slightest. If you miss out on something you want this year, I promise you, you will be absolutely fine until next year rolls around.

    I want to add that I do understand the vulnerability of those who experience FOMO. But I just want to try and offer a different perspective. We aren't talking about food and shelter here - things we *need*. At the end of the day these are just cosmetics in a video game. I suffer from severe anxiety and I address this vulnerability in the best way i know how, because it's my responsibility to myself to do so. I go to therapy, I meditate, or I take meds if needed. It is my responsibility to manage my conditions, not anyone elses.

    I see where you're coming from but this is not about the consumer side of things but how a company looks at things.

    The assumption is: vulnerable people that, for one reason or the other, are unable to manage their condition exist. Everyone is aware of that.

    The question is: what does a company do with that awareness?

    Option A: acknowledge that there has to be a middle ground between exclusivity as a salespoint and (involuntarily) taking advantage of these people.

    Option B: create a marketing strategy specifically targeting these people to exploit them and aiming to squeeze as much money as possible out of them, maybe even disregarding any other forms of marketing strategies aimed at other consumer groups.

    The first is alright and how firmly as company is placed in that group generally depends on the trajectory,imo; do they try to improve the situation for vulnerable people by reducing exclusivity where possible or are they leaning more into exclusivity and fomo?

    While bhvr is probably not in the B camp (seasonal stuff does come back eventually, overall more cosmetics are available for shards and the rift pass is basically a lifetime pass) I don't like the precedent when it comes to retroactively making items in the store more exclusive by limiting the availability to a few weeks a year.

  • please go into more detail as to how exactly killer actions are restricted in a way that the gameplay experience is greatly reduced.

  • tbh, since the addon pass she's been kinda alright.

    She's among the killers who will always win if the player has mastered her. And there is not much to be done about that except blocking her from using certain perks or reworking her completely. And neither of those things will happen.

  • Ye, something is def off with servers / how players are commected to servers by the game. Had people not getting from orematch lobby to match lobby several times, got people getting disconmected mid match while their vc and stream continued without issue, had a bunch of killers with horrendous ping and a lot of server responses to actions feel off as well; especially noticeable with timings on semi-ranged killers with small hitboxes.

  • @UndeddJester said:

    Very much disagree, and totally privileged first world problems.

    You don't need cosmetics to play the game, and premium content killers are licenses that can be pulled any time and is out of BHVRs control.

    You're an adult, or at least your parents are. Your FOMO is not a seller's problem. Everything in this game, including the game itself is a luxury item.

    If you don't have the self control to only buy things you actually want, or make a sensible assessment of what you can afford, that is a you problem.

    someone's fomo may not be the seller's problem. - But a seller targeting vulnerable people by intentionally creating fomo-situations is unethical. If this practise is also making up the majority of the profit then it's plain disgusting. I have no clue how large the sales share of the fomo-cosmetics is for dbd so I give them the benefit of the doubt they don't base their entire sales model around exploiting vulnerable groups. - But intentionally creating fomo-situations is still something I consider unethical and a company should be focused on having less of these situations, not more.

  • idk, the most annoying thing about her seems to have stayed; matches drag on for way too long. Or at least that's how the two matches I had so far went. Same strategy - less efficient but nearly as time consuming and annoying. Tho, tbf, now she reminds me more of hit-n-run-sloppy+slowdown-wraith.

  • Once in a while I entertain the idea of NOED or something NOED-like during endgame. -- And as far as giving it thought I do think your base-description is probably the best I've seen so far / better than the ideas that came to mind. --- However, it has one (and a half) issues that usually make me abandon the idea when I give it a thought and which is why I'm ultimately not convinced basekit NOED (or something NOED-like) is the way to go to go.

    The full issue I have is that every killer benefits from it - and the ones who need it the least benefit from it just as much, if not more, than those who need something to help them. That's a bit of a crux with basekit changes to killers: they're very different from each other so there very rarely is a one-size-fits-all kinda thing. (For survivor it's different: they all have the same basekit so whatever changes are made are just one size. There isn't even a fits all part.)

    The half issue is that it does feel incredibly iffy as a basekit thing - more like a basekit UB (which has, as far as I can tell, been abandoned after that PTB) than basekit BT. That's not exactly tangible, so just half an issue.


    Instead of making things basekit I think bringing killer to the same level is the much more promising way to achieve a dynamic endgame; by virtue of the match staying dynamic all the way to endgame. (just look at the Trapper buff; if you want to play chase Trapper you absolutely can now, since the right addons allow you to catch up to pretty much any survivor regardless of the perks they have - even someone with SB can be hit if you time correctly. You can carry two traps; that's really all the Killer-SB-On-Demand you need to down a surv and I'm near certain that if people continue to complain about Trapper being weak in the future, it's actually a skilissue and not just a meme phrase.)

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554007#Comment_3554007

    Original Pop was definitely overpowered, the new one is weaker, but with perks like tinkerer its not very hard to see which gen is the most progressed.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554008#Comment_3554008

    How is "rewarding hooks" any different from "rewarding downs"? If downs and hooks should be rewarded with massive payouts along with the base progression, then what was wrong with old Eruption? Aside from slaughtering solo q more than SWF.

    downs and hooks are not the same though. There is a much lower cap on hooks compared to downs; you can hook survs a maximum of 8 times. you can down them a lot more often. Getting a hook also requires an additional time investment (carrying to hook) which might also come with some risk (fl, pallet, sabo, no available hooks in reach left for one reason ir the other).

    Pop can hurt a lot on surv side but when it does it's either due to bad luck or because survs made the wrong call to avoid a worst case scenario. It can happen that a killer with Pop just happens to find a well progressed gen. Often a surv will not have greeded the gen though, or the surv in chase happened to run the killer to a well progressed gen. If survs know when and what to greed (and take a hit for it) and know which gens they should really avoid (game sense helps a lot; stay away from three gen areas) a killer will very often have to kick a gen that sits at less than 30%. They have up to eight shots at hitting the regression jackpot though. Bottom line: on the whole it's very much alright.

  • it's anecdotal but I think a conversation I had with someone in vc kinda points toward most players playing as killer and complaining having not reached the level they thought they had reached.

    I had MfT but wasn't quite aware I had it. We had a Huntress and she headed for me on shack - and I was happy, giggling like a little gremlin that she kept missing hatchets cause I could make it around the corner thanks to mft. Other person's very deadpan comment in that was : "Yes, but only because she doesn't know how to deal with shack as Huntress. If a Huntress or Wesker doesn't get a quick down at shack they simply don't know what they have to do..." I was like "nag, she just can't get her usual pokos hit at the corner". But they insisted that a Huntress who kniws what shes doing, doesn't need to rely on that in the first place. I took it as a challenge ... and a good chunk of Huntresses and Weskers were proving him right.

    That being said, I do think MfT is too strong/has too much of an impact given how unconditional it is.

  • The last time killers got a carrot we got then slowdown meta. What we learned from it: the carrot rarely does anything on its own. The majority doesn't see it as an opportunity to dial back a little but as a way to do the same as before...just this time even more efficiently and reliably in terms of outcome.

    But that aside I don't think a speedboost after hooking even incentivises leaving the hook.

    One of the things that somewhat consistently leads to players wanting to make a play is stuff that awards bloodpoints.

  • Interesting ideas and generally I like the idea sof totem being a little less of an rng thing.

    My two cents on the placing time and being observed issue: using the special ability button calls on the entity to place a hex on a dull totem. While holding the special ability button the area of up to the three dull totems at least 20m away from you are indicated to you and you can select the one where you want the entity to place the hex by looking in the direction (similar to teleporting to locations works). Why not all totems and why just the area and not the precise location; to avoid the killer using the placement mechanic to see where a boon is. Plus, placing NOED right next to a hooked survivor would only be possible by moving away from the hook, which I think is a somewhat fair compromise.

    And yes, I think totem locations should generally not be in plain sight.

  • @Tsulan said:

    The killer meta looks like gens are still perceived as the biggest threat.

    Survivor meta is all about prolonging chases and finishing gens while injured. No anti camp, no anti tunnel, no healing. Almost like those aren't actually an issue.

    Considering there are plenty killers that make it impossible to unhook/prevent tunneling, extending chase is still the best anti-camp and anti-tunnel. It's a bit cynical but the "if you don't want to get camped/tunneled just don't get downed, ez" is actually true.

    And while do see people staying injured a lot more I also see quite a bit if healing perks. Looking at my experience survs stay injured because killers returning to hook prevent a reset after unhooking and running around to find someone to reset you a) takes too long b) is more likely to bring you right back in the killer's fov than sitting on a safe gen.

  • For all the caveats that come with looking at nightlight for stats.... Game and RPD are usually killersided (as others have already pointed out ^^)

    The only killers these maps don't explicitly favour are M1 killers with no mobility of some sort and no means to take pallets out of the equation (which can be breaking them, ignoring them or blocking them). And all things considered, those are very few (even the poster boy Trapper won't be a part of that group anymore when the midchapter goes live).

  • I used to be amazed by their ability to miscommunicate / phrase things in a pretty bad, if not the worst, way. But it's happened so often now that I just shake my head.

  • Tbh, the current state is easily summarised with "the fun is optimised out of the game".

    As a killer with meme builds / a killer who is decent but doesn't sweat you'll run into survivors who have learned that bringing anything other than the strongest stuff and being hyper efficient on gens is the bare minimum.

    As a chill survivor who is decent but doesn't sweat you'll run into killers who have learned that bringing anything but the best add-ons and significant slowdown / pocket pressure (aka things that, on the killer you chose, provides you with reliable, quick downs one way or the other) is the bare minimum.


    That killer and that survivor will always be on the losing side.


    I'm going out on a limb here but by the sounds of it you haven't played survivor a whole lot in quite some while, so you're probably not at that point atm as survivor (MMR decay is a thing and it's actually quite fast). On killer on the other hand you seem to be exactly in that hell atm.

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551676#Comment_3551676

    I'll have to disagree. since you gain tokens in chase its really not hard to keep them stacked.

    also by base game strategy do you mean seeing hook auras? on leri's that could be an issue but I dont see that being a big deal anywhere else. on an outdoor map all you really need is the general direction.

    Being in chase enough to reliably regain tokens even against e.g. Huntress, Slinger, Wraith, Onryo, avid Plaything-Penti-enjoyers and quite some others defeats the point of Distortion since you don't get a fraction of the value (except maybe if you hate Lethal).

    By base game strategy I mean that "stealth when the killer is nearby" is a core mechanic and essential. (And I do not mean blendette style stealth but strategic stealth-moments especially when the killer is nearby.) - Granted, if the devs declared goal is to remove stealth gameplay entirely then that part is fair game, I assume - but in that case we'd inevitably move to chase being even more important than it is now and survs having to be even stronger in chase because it's the only thing left (except for crouching on the opposite side of map from where the killer is....). I think it's a terrible idea to entirely remove a core mechanic / introduce a perk that pretty much unconditionally and entirely removes a core mechanic.

    (And because it's prominent thing on the forums atm; the same goes for mft, btw. That one is also way too unconditional for the impact it has. But that's just an aside, am not planning on opening an entire other can of worms here.)

  • @lav3 said:

    I think the perk is a bit overtuned.

    But because DIstortion completely negates every single aura perks I don't think UW is problematic.

    Just run Calm Spirit if you really dislike going against it.

    ... just that it doesn't "completely negate every single aura perk". You have three stacks and on many occasions you'll run out of stacks quicker than you can regain them. The only perk that's completely negated initially is Lethal Pursuer - but Lethal has a secondary effect that is not negated once stacks are depleted. You'll routinely run out of stacks against stealth and ranged killers, killers that have aura reading add-ons and killers that have the undetectable status either as a basekit mechanic or due to perks/add-ons.

    Plus, comparing Distortion, which counters peks, with UW, which counters an essential base game strategy, is also a bit of a comparing oranges to apples kinda thing.

  • Idk how in the world Nurse comes out as a killer with bad map mobility but I also don't really want to join whatever discussion you guys have there... (as far as I'm concerned: depending on where the notification is players will have an idea as clear as their game sense allows of what survivors are doing and where they're going to go and which of them they want to interrupt - and you'll always be able to get there in time as Nurse. That's already 100/100 in the mobility category in my books.)

    Now, on the actual topic, I have three issues with Ultimate Weapon:

    1) It makes the strongest killers even stronger while being pretty much useless on all the others.

    2) It having as much value as two perks combined speaks volumes (actually: it being able to replace any other info perk and combination of info perks, and still providing as much value).

    3) One perk being one half of a killer power also speaks volumes as well, especially when it provides the value that you use that part of the power for.

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