HerInfernalMajesty
HerInfernalMajesty
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818095#Comment_3818095
Pipping rewards on survivor are kind of a mess anyway. Killers automatically engage in all four categories of emblems, but survivors both compete with each other for team roles and, like you said, don't have control over what needs doing at any given moment. In particular, I don't like Iridescent Unbroken because never getting downed is both unrealistic - this only happens if the killer is horribly outmatched, or worse, if you hide all game and don't take your share of aggro.
That said, I think increasing the bloodpoint reward would be fine. An iri shard incentive would be interesting but might skew roles to the point of killer drought. Though I'm not a good person to ask because I don't give up unless the rest of my team gives up. (I used to also give up in perma 3-gens but that's fixed now.)
Mostly, I think increasing rewards for escaping isn't a very effective way of preventing players from giving up, because players give up when they feel they will not win (or otherwise don't consider the game worth playing, i.e. overpowered or frustrating killer/build, or killer build that negates your own items/build.) More rewards for escaping won't stop the pessimist who thinks any down before a gen gets completed means the game is lost, because they're already convinced they won't escape. To tackle this, I think we need either better comeback options for survivors, or a way to identify and punish hook suicides.
I think increasing rewards for escaping isn't a very effective way of preventing players from giving up, because players give up when they feel they will not win (or otherwise don't consider the game worth playing
Maybe not but I do think it’s an untapped contributor to a solution. I mean let’s be silly, would 1,000 Auric Cells per escape including hatch keep people in the game? Mostly right? Would there still be people that leave? Of course.
Since the KR is 60% we know that the game is not your traditional 50/50 PvP competitive game. The Survivors die more than they live so why not make it a win win so that the Survivors earn something special when they die so that no matter what happens they are working towards something?Why not make dying something that can actually be fun on the Survivor side? Maybe Survivors can earn “death tokens” every time they die. Maybe they can be redeemed for iri shards or something else entirely. Maybe a set of banners that you unlock at 100 deaths, 1,000 deaths, 10k deaths etc.
I agree with you that this concept isn’t the end all be all solution but I strongly believe that it would smooth things over much more than we think they would.
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@brokedownpalace said:
I feel like most people either give up super early, like because they get hooked first, after there are a bunch of hooks and little to no gen progress, or when they are tunneled/camped. In most cases survivors are quitting when they think/know they can’t escape. So I’m not sure what a larger escape reward would do for that.
Maybe if there was a match completion bonus (that could somehow detect hook suicides so as not to reward them) people would stay.Maybe even the hatch could get a better reward to encourage people to keep playing.
If a player were in a match with 0 gens completed, one person dead, and everyone else on death hook, what reward do you think would be enough to encourage them to play for the hatch as if it were a serious match?
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I’m just happy with how much Castlevania we got. Legendaries would have been great but I actually love the cosplay mash up between the two IPs.
I desperately hope this isn’t the last of Castlevania we’ve seen in Dbd. I need a Lords of Shadow collection. I do. I truly do need it. Help.
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@UndeddJester said:
I wish polls were a thing in this forum...
I flip flop on the changes to Chucky and his scamper constantly. After listening to people on both sides, and playing as and against Chucky a number of times of console, I feel there are 2 chains of thought on Chucky, and I think where you fall kinda indicates what type of game you want DBD to be.
Scamper Chucky
Chucky with scamper was controversial because instead of trying to catch people at loops with his more skillful power (especially after it's turn lock nerf), you could instead just dive under the pallet and the mind game was heavily in Chucky's favour, even on medium tiles and it felt rather easy and cheap. However in the the same breath... his power was on an 18s cooldown and he was stuck as a 4.4 killer for quite a long time after doing it. This long cooldown balanced out the scamper ability to not be too oppressive really, but it did have the knock on effect that Chucky slice and dice was a dangerous ability to use, where if you missed, you were very heavily punished.
This all made skill expression on Chucky much harder and less rewarding... but it did make Chucky more consistent across lower levels of play. For console and less skilled players he had a fallback, but overall was less efficient and effective at higher levels...
However more importantly... Chucky felt like Chucky. His scamper, while annoying, was the defining part of Chucky's kit... and it being as useless as it in on modern Chucky robs a lot of Chucky's identity.
Modern Slice and Dice Chucky
On the other side of the coin, modern slice and dice Chucky is a lot stronger than old Chucky. His slice and dice is hard to use, console and low skilled players miss SnD often (though in fairness you get a lot more chances to try)... however this makes Chucky unappealing at these levels, as unless you can consistently S&D accurately, Chucky is a 4.4 killer who has slightly better mind games, but otherwise tends to get dumped on.
However accurate and skillful Chucky's, who are able to flick their aim are very strong and hard to juke. He feels somewhere in the regions of Blight and Spirit in terms of strength, and really rewards players for being actually good with his power.
This comes though at the downside... his scamper while SnDing is trash, cause it yanks your aim behind you as you vault, so 99% of the time any chance you had of landing a hit becomes none existent... so his scamper barely features at all in his kit, and the effect of that is Chucky kinda feels rather generic, and just dashes round corners every 10 seconds. He's still got all his voice lines, his 3rd person camera and height to feel unique... his roar as he charges is always great... but his gameplay is just that of sprinting around with lunges constantly, we never see scamper and we don't get very long trying to read his short stature at tiles before the next dash is coming.
And that's the trade off...
Skill Expression vs. Character Identity.
Camp Blight or Camp Myers?
I can't really say which side I prefer... I would like both if possible... some configuration where skilled players can show their skills via S&D and be strong at high levels, but we also get to see Chucky's scamper and play tiles as a very hard to see 4.4 m1 killer from time to time...
However the 2 contradict one another, and where you fall I think is a strong indicator of what kind of game you want DBD to be…
I like how you narrowed down Chucky’s… Schism.
I’m always going to be on the side of theme. But yes gameplay is essential too. His scamper somehow needs to be better than it is now while not giving the free hits that it did before.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817688#Comment_3817688
even though OP is most likely ragebaiting, basekit UB in any case is a big "no". If it ever gets released, it will be a big sign that the game is heading towards most unbalanced state where bad players are being rewarded for not even attempting to improve
What was the basekit Unbreakable that never went through? Was it unlimited self pick ups?
I like a one time base kit Unbreakable because I (hot take here) believe that slugging has the potential to open up new gameplay options if the slugging perks were updated.
So many slugging perks are so hard to use because the Killer keeps such strict accountability over Survivors. Killers don’t slug too much barring slugging for the 4k or for bleedouts.
I’d love to see slugging perks become more powerful, maybe even combined into one another. Controversially I’m not against the slugging game at all. I love how many different phases a trial can have. I’m okay that there is a “slugging” phase in the trial because I love getting value out of slugging perks. In fact as the Killer I will slug a lot to give Survivors a chance to use their slug perks if they have them. I never slug to confirm kills or to let the Survivors bleedout (in actuality I find it personally difficult deciding to end someone’s game early). It’s all bark no bite.
Idk maybe a miracle perk will come that prevents the Killer from picking you up for a certain amount of time then deactivates the rest of the match. Like a “Dead Weight” perk or something.
Case in point, the slugging game is underdeveloped on the Survivor side and has the potential to add another domain of play.
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@NarkoTri1er said:
Alright, the game went into some really crazy directions for both sides throughout last year, but right there is one rising problem that is becoming rampant: slugging meta.
Yes, slugging has become the absolute meta, but let's address why this happened afterall.
Lately we had numerous changes to hooking that pushed into a position so risky that hooking itself it considered "not worth it" anymore.
- More and more perks with "get unhooked/hooked" conditions that give some huge benefits (Deli, Wicked, DS, Resurgence, OTR, Reassurance, Babysitter, new Blood Rush, BT, We'll Make It etc.);
- Buffing of sabo strategy (sabo related aspects of toolboxes) and existence of "unhookable" perks (Boil Over, Breakout, Saboteur, Power Struggle + Flip Flop, Tenacity);
- basekit buff of hook timer of +10s per hook stage;
- hook grabs removal;
- BBQ losing it's BP bonus long ago;
- kills being a win condition rather than hooks.
On the other hand, we have slugging with much fewer risks to worry about, bypassing the strongest survivor perks in the game.
First of all, NO, this is not a call for BHVR to further implement some basekit stuff to counter slugging, this would be the worst possible mistake they could make.
Instead, there should be some way to actually make hooking beneficial for the killer again, because hooking benefits survivors way more than killer, unless killer manages to get at least 2-3 men slug before hooking.
If sometimes doesn't get done soon enough, game will just be deep in the most unhealthy slugging meta, but the thing i'm afraid about the most is that BHVR could once more make a catastrophical decision and just put some basekit slugging counter as bandain solution that will further benefit one side rather than coming up with a solution that will make game much more healthy for both sides.
Also, in the upcoming 2v8 we are going to see how a catch up mechanic will work. I forgot the details but didn't Bhvr mention that gen speed will change depending on how many Survivors are alive or something?
I think depending on how that system feels spreading hooks and hooking in general could become worth the risk.
Edit: I don’t think it is talked about enough but there is a benefit to hooking in that you create a flash objective for the Survivors. One of which you can always see AND are notified when the unhook happens.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817309#Comment_3817309
the risk has basically been shifted to hooking, while at the same time reward aspect of hooking has been lowered due to so many ways to actually pressure the hook and generally waste killer's time after being unhooked
Yes, I do believe that hook risk vs reward does play into slugging risk vs reward.
However if we are to take slugging on its own merits regardless of the risk/reward of hooks, I still believe the risk is too low. If you slug four people who have no 2nd chance perks then the game is pretty much over unless they get the 4% which I’ll concede is not a super super rare thing to happen.
The risk should be that slugging while time consuming for the Survivors is in itself a type of “lended time”. If a Killer slugs one person, chases a 2nd while the 3rd helps the 1st then it can be considered that the “wick” on the Survivor end is their bleedout timers which offers more time to the Survivors than hooks. If the Survivors can pick up at a faster rate than the Killer downs then it’s over for the Killer. It will all be wasted time because the Survivors will render the time it took to down the dying Survivor as useless. Sure the Survivor also couldn’t act but they can get back up with no hook states, kind of like a reset. If the Survivors can use three people to juggle the Killer in this way then the 4th is completely open to make free time against the Killer.
One issue is that Killers can down Survivors too quickly. And since Survivors can be downed quickly they need adequate counter-perks. The counter-perks as they exist today are outdated and behind where they need to be. Unbreakable (one time use) would need to be basekit at the very least. Which means that if you bring the perk Unbreakable then you will get two chances to pick yourself up as well as the benefit of the faster recovery time.
And because mischief gets the better of me; this is all ultimately concluding that No Mither would need a buff… but maybe this was my evil plan all along from the start. (This last paragraph is a joke. Or is it?)
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@NarkoTri1er said:
Alright, the game went into some really crazy directions for both sides throughout last year, but right there is one rising problem that is becoming rampant: slugging meta.
Yes, slugging has become the absolute meta, but let's address why this happened afterall.
Lately we had numerous changes to hooking that pushed into a position so risky that hooking itself it considered "not worth it" anymore.
- More and more perks with "get unhooked/hooked" conditions that give some huge benefits (Deli, Wicked, DS, Resurgence, OTR, Reassurance, Babysitter, new Blood Rush, BT, We'll Make It etc.);
- Buffing of sabo strategy (sabo related aspects of toolboxes) and existence of "unhookable" perks (Boil Over, Breakout, Saboteur, Power Struggle + Flip Flop, Tenacity);
- basekit buff of hook timer of +10s per hook stage;
- hook grabs removal;
- BBQ losing it's BP bonus long ago;
- kills being a win condition rather than hooks.
On the other hand, we have slugging with much fewer risks to worry about, bypassing the strongest survivor perks in the game.
First of all, NO, this is not a call for BHVR to further implement some basekit stuff to counter slugging, this would be the worst possible mistake they could make.
Instead, there should be some way to actually make hooking beneficial for the killer again, because hooking benefits survivors way more than killer, unless killer manages to get at least 2-3 men slug before hooking.
If sometimes doesn't get done soon enough, game will just be deep in the most unhealthy slugging meta, but the thing i'm afraid about the most is that BHVR could once more make a catastrophical decision and just put some basekit slugging counter as bandain solution that will further benefit one side rather than coming up with a solution that will make game much more healthy for both sides.
Slugging should be high risk high reward. The problem is that the risk isn’t high enough anymore.
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We are overdue for an Insidious or Conjuring chapter/cosmetic set.
The Rubber Man/Woman from AHS would be an extremely popular skin with the fan-base.
I still personally want NOS4A2 in the game too.
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I’m so sorry for everyone. ❤️🩹
If anyone needs a distraction DM me. I can act so silly you won’t think about anything else.
I’m sorry again everyone for what you all went through.
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@justadreampallet said:
I’ll start
Gens are fun to be on, it makes the game a bit scary when you don’t know where the killer is. It makes the game better and gives it pacing.
Stealth isn’t a bad play style, I take stealth and run a support build while others take chase, I sit back and heal, do gens and when I get them, boon totems. I’m there to help the others and I will take chase when the team needs it.
Both sides are fair, well mostly. I play at a lower level but I still think it’s relatively fair, all killers have the opportunity to get a 4k and all survivors have the chance to escape, however I understand the anti hook teams are unfair to killer and gen regress blight is unfair to survivors but for the most part it’s alright
You don’t need meta perks to have a good build, as long as you have a style that works for you it’s the best one.
Slinger is one of the best killers, he has the ability to pull survivors toward his, they escape they go to deep wound they get hit they take damage either way, and he can shoot through small holes, he isn’t as good as blight or nurse but he’s better then people give him credit for.
Jeff is the best survivor (he’s hot)BM doesn’t bother me when done to me. I actually find it hilarious when done to me. I think it's the exaggerated display of this type of passion that I find so amusing. It’s so ridiculous that I can’t help but laugh.
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@justadreampallet said:
I get killer mains, you like their power and their outfit it alright.
But survivors are different, the only thing is their perks and you can just prestige them and never touch them again.
I play Jeff cause I think it’s cool how he has a metal outfit and is he just looks cool with his beard and hair.
but what about you?Fun question!
I never thought about what tied my two mains together; Kate and Yun-Jin until now.
It’s music! They both have a strong association with music. Being a music lover myself it makes a lot of sense! I think because they’re musicians they have the coolest cosmetics.
These are my favorite jackets in the game. I think I like Yun-Jin’s jacket with the tie more but both are perfect. They’re just so cool that I can’t take it lol
On a side note: Awesome choice for Survivor. I think Jeff is really cool too (another musician!) I just finished playing over 100 games with Jeff I think a month or two ago and yeah, he’s really cool.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/429381/potential-scratch-marks-bug
I'm back, ignore what I said. They are probably bugged, but I can't tell what's off? xD
When Survivors run the scratch marks usually flowed behind them, or like a trail if running old Predator. Now they drop like clusters. Almost like the blood pools but scratch marks. Cluster here, cluster there, on the wall or ceiling. Which, scratch marks do go on walls and ceilings but I’ve always known it to be where they flow in a more uniform distribution.
It could just be me though and I’m remembering things all wrong.
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@Bloodraven said:
Man I'm on the opposite side of the argument here, I wanna see some Mortal Kombat Fatalities level of Mori's lol
Okay but what about having “Friendship” Moris just like the Friendship fatalities? 😂
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@Laluzi said:
Good to know it's not just me. I haven't played that regularly this past year, so I never know what's new versus old news, but I got Borgo a few times this past week and had no idea how to run it. There's so many structures that look like they'd have a resource, but they're just pretty deadzones. And I did notice maze tiles with no window anywhere.
but they're just pretty deadzones
Pretty much! 😆
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@[Deleted User] said:
Happened to me too. Map was RPD. Nobody had Lightweight. Scratchmarks would disappear for 5 meters and then begin again
Okay I’m glad it isn’t just me then 😅
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815621#Comment_3815621
I am so sorry for you
It’s okay. I’m lucky in that the vibes/aesthetics of the map greatly pacify me hahaha
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/429373/scratch-marks-bug
Are you sure it wasn't lightweight (a survivor, I think even standard-perk)? Because it sounds very much like it xD
In all honesty it could have been, I didn’t check perks after the match but I have been seeing it in more than one match.
It might have been Lightweight. The only reason I think it might be a glitch instead is because I’m seeing it almost every game.
Maybe there is a bug that is giving Lightweight basekit 😆 Wouldn’t that be nice. 😌
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@DragonMasterDarren said:
I don't know what deity I upset recently but I clearly pissed off somebody, because almost all of my matches in the last couple of days have been on Autohaven, either by map RNG or a map offering
Please, for the love of God, stop sending me here, One match on some of the least interesting maps to look at and play on or god forbid Azarov's Resting Place which is one of the worst designed maps in the entire game is already bad enough, I don't want to look at the same colour pallet with the same boring tiles and 50 million resources all within 5 feet of each other followed by the square root of nothing to play around 10 games in a row
Stop ######### sending me here, it's not funny anymore, it's just boring
It’s Ormond for me
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@Nazzzak said:
Like half of Borgo is a deadzone now. Blew my mind the other day playing on it
I was going to originally write that a third of the map felt this way but it sounded so far-fetched. It’s even crazier that it turns out it was a modest estimation!
It really does feel like half the map.
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@Bookern said:
weren't borgo windows broken survs couldnt vault em
Yes one was. Another window in another map was broken too but I forget which one. Maybe Nostromo or Greenville. I do remember seeing it again on a map besides Borgo.
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Void Collection
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Edit: Here's my Survivor story.
It was on Dead Dawg. Lol.
There was a Huntress. She was in a really bad mood after slugging everyone. She bled everyone out and I was the last one left. She walked all over my Survivor's body, threw hatchets at me on the floor, all of it.
I needed just one more pallet stun to finish a challenge. So I crawled over to a pallet and then back towards her. What happened? Another hatchet in the back. So I kept trying to make a breakthrough and idk what clicked but she finally understood!
She picked me up and let me wiggle free. The whole time I just kept getting this impression that she really had an urge to sacrifice my Survivor.
She let me get the stun but when it came time for hatch it was like a struggle for her to let me have it She would hit towards the hatch and look away. She couldn't even look at me going through it lol. Even right before I went through the hatch she decided it was time to injure my Survivor Imao
A Huntress that struggled against her worst instincts probably takes the cake for my favorite Survivor story.
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@Alastortheradiodemon said:
Tell the truth and leave a comment please
Wesker.
“Oh look at me I’m Wesker I’m so cool! I do whatever I want, I wear sunglasses inside because no one will stop me. I run like I’m falling forward because that’s just how far ahead I am.” And then he hits you that itty bitty knife knowing full well he can Uroboros you whenever he wants. The hubris smh. Ugh!
😉😂
In all honesty it’s Wesker because he gives me the most trouble haha (and maybe a little bit because of how he runs). But I still do like Wesker as a character, just less than the other Dbd Killers.
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@justadreampallet said:
I’ve been playing for a while and always have used the thumbs up on good players if they played fun or where good and it turns out I does nothing?
I tested it with a friend and it doesn’t even give a notification you got one. Why does it even exist if there isn’t anything.
There should be a BP bonus or a special thing like a thumbs up icon that adds another for every one you get.That’s true, but because there is no reward the people that go out of their way to still click it are expending energy with no reward other than the reward of giving positive feedback.
People who gives thumbs up right now actually mean it since no reward is attached. If you attach a reward the sincere people would still use it, but now so would people who use it only for the reward.
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@Grimlet09 said:
chaos shuffle :)
Any fun memories or builds? 😊
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812553#Comment_3812553
im gonna be doing stealth builds and bring us to indoor maps as i bring everyone to death hook but disappear before anyone dies
as i bring everyone to death hook but disappear before anyone dies
So evil haha. I love it.
ju parles français?
No… I just like the expression 😅😂
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@ReverseVelocity said:
As the rift comes to a close, I thought it'd be fun to see what tier y'all are on, especially considering that this is the first time a tome has been extended to 200 tiers.
Right now, I'm on 175! Will probably go up a couple of tiers before the rift closes:
https://us.v-cdn.net/6030815/uploads/IRJJUW1GO5Z3/image.png
Has anyone managed to make it to 200?
No not quite. But I hope to next time haha. 168
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@rgribas said:
They could create a character with a pepper spray perk, or even a new chest item, when the survivor is grabbed by the killer, they can throw pepper spray in the killer's eyes and escape.
Oh wow… On command DS item? That is very RE1 remake.
I love it! 😄
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@Boons123 said:
Boon perks have long since stopped being as popular as they once were, and after changes to Boon: Circle of Healing they are no longer frustrating to play against.
Currently the Boon Totem's range is 24 meters which is rather short considering some of the bad locations of the totems are far away so that it does not allow easy benefit of the Boon Totem.
I think the range should be increased to 28 meters.
What do you think?
I’m willing to try 32 meters and then go up from there if need be.
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@Rick1998 said:
jesus lord allmighty . Can you guys the developers of Dead By Daylight please take a look and potentially remove map offerings ?
as a high MMR killer the only correct plays i have are to bring my own map to potentially win a 50/50 vs their maps or bring a sac ward . Can i just go back to being able to bring bps / cakes as offerings and still enjoy this game . I can't tell if it is the increased bps all around or a more conpetitive mentality but map offerings are present in 90%+ of my matches . They cause dcs on both sides and just unfun scenarios . I can send myself to certain maps with a killer and built to have the easiest more free win of my life . I don't do that because it is boring but there is nothing stopping someone from doing so. I got over 7400 hours in dbd but the " map offering " plague that is current dbd is trully making me despise this game . I can send myself to hawkins as skull merchant or have quad balanced landing on toba landing / erye as survivor . 99% of those bad matches that stick with you for being terrible have a map offering involved . Anyone that defends it at this point is doing the same as me and using them every match . I gave up bringing bps and im sorry for anyone who actually doesn't bring them for that 1/10 match in whoch nobody burns a map ( i will be nice those games ). Anyhow i could go on for this about how outdated and bad map offerings are . The ammount of dcs on the loading screen on both sides is insane and i don't boame the players for doing it either . The dcs on loading screen for certain maps must be 80%+ but i'm not sure if they can see that data . Anyhow this could be a regional deal but i believe high mmr period will have map offerings this often since they can sway so much in your favor . I hope more people feel encouraged to spam this feedback until it reaches their ears .That’s unfortunate this is what it is like at high mmr.
It’s probably my low mmr but I love map offerings. It’s exciting for me when I see someone else bringing one. I’ll bring my own offering if I’m craving a certain vibe from a certain realm.
It’s really too bad it inspires so much frustration.
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@Langweilig said:
Hello folks,
Please fell free and leave a comment about what you like and dislike. Mentioned killers are killer pig, Sadako, dredge, Ghosty, Myers, Doctor, Trapper and Chucky.
Trapper
- I would like that his traps spawn armed instead of disarmed and they should spawn at pallet or window locations near gens. - This could help trapper with his early game weaknesses and give him some potential value at the start, that survivor could still disarm.
Pig
I see pigs traps as a very cool mechanic and I‘m very sad about the fact how useless they are. My goal is to increase trap kills mainly.
Buffs:
- Huntress lullaby and skill cheats perks affect boxes
- Skill check addons buffed - Both of them are useless
- 24m - There is no longer a reason not to give her a smaller one. As you nerfed it you said, you wanted to make the terror radius based on the speed and we have already enough exceptions. This would also benefit her crouch ability.
- Trap time reduced by 10-15s - to make them a bit leathal and don‘t nerf the addons
Sadako
My goal is to restore a decent teleport, which I miss. Before the first rework she was so much fun to play with, but they just made the tp playstile many Sadako players enjoyed not possible anymore by making tape grabs necessary and introducing TV auras. She was the second killer I mained and it is very sad to not be able to play her in a fun way. I made a list of changes if you want to read them in a different post with my issues and some nice buffs. I just want them to make her teleport good again, no matter how.
https://forums.bhvr.com/dead-by-daylight/discussion/428547/my-sadako-onryo-wishlist-long-post
Ghost face:
- You don‘t loose stalk progress through hitting survivors - because this is incredibly punishing for people who play him like some would say bad. I for my part would love to just play him as m1 with undetectable. Which is also the reason for my next change.
- You don’t get kicked out of power by hitting/downing a survivor
- Hooked and slugged survivors need twice as long to reveal you - One word: Frustrating
- Nightshroud cooldown shortened to 14s (was 20s, I think) - He has one of the longest cooldowns and having your own stalking survivors follow you around is frustrating too. It would help with both.
Myers:
My goal is to improve his tier system, just some ideas
- He now starts in tier 0 (New), where he has his current tier 1
- Tier 1 is current tier 2
- Tier 2 gives additional effects like he gets for example additionally 2.5% hasts
- Tier 3 is the same
Buffs:
- Stalk builds up at the same speed regardless of the distance - Is stupid in my opinion, same with the next one
- Stalk recharges on each survivor
- Edit: 0m terror radius except of tier 3, maybe tier 2 has a 6m terror radius
Nerfs:
- Tombstone addons: You can only mori a survivor when going under 20% of a survivors remaining stalk - to make it fairer and to balance out the changes above
I’ve noticed I play a lot of stealth killers 😂, next stealth killer
Dredge:
- Being in a locker counts as searching one - This is to activate locker perks like darkness revealed and Ultimate weapon. I find it kinda weird that he can‘t use his own perk darkness revealed well
- At the start of nightfall all locks on lockers open up - A thing I find extremely annoying when playing him is being stuck in a locker 20 times in ONE chase
First not stealth killer, hurai
Doctor:
- His hallucinations now move and make animations. This can be done by an AI or you could just let yourself inspire by a character from Apex legends (Mirage) - Currently his hallucinations do literally nothing!!!
- Survivor illusions spawn and get chased by doctor illusions - to distract survivors
- Survivor illusions spawn near teammates injured and want to get healed and then make the follow emote. Then they run away to the killer - Fun little feature that is 100% fitting
Back to the stealth killers ;)
Chucky
- Please bring back a nerfed manual not useless version of scamper!!! I suggest 1,6s-1,7s to scamper (was 1,4) - You basically deleted scamper by making it only part of slice and dice and it is almost impossible to get value from it. I personally find slice and dice one of the most boring abilities since it is a hit 90% of the time you use it while scamper wasn‘t. Now it‘s just slice an dice wait 10s next one, down. It‘s not fun to use. It was in no world more unfair than any range killers, the bat of Dracula and many other killer abilities.
Thanks for your timeI’m playing Doctor right now and love the Doctor changes. Especially the last bullet point. It’s so evil. I love it.
Nice write-up 😊
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@Blisstarix said:
It would be cool if BHVR were to create an original supervillain type killer to add to the collection of killers. Or does that idea seem to far fetched or out of pocket for DBD?
A killer that looks like something you would see in a Marvel or DC comic/movie with its own twist that can be taken into the entity's realm. And we can finally get a city map :).
Apart from the Hillbilly superhero skin, I 100% think it could work.
The superhero could be so deranged that they think they’re “saving” the Survivor by offering them to the Entity. I imagine them looking highly haggard in appearance with a really really psychotic face. The face would have to be so intensely done that it outdoes The Unknown somehow.
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@CountOfTheFog said:
I've been thinking about this for a while and came up with a theory about why so many people quit at the slightest inconvenience, an epidemic that pains me to say has stopped me from playing.
I just want to test this idea with everyone and see if anyone agrees.
I think it's the burnout of course, but why? It has to be slightly more than that and my idea is the combination of Perk Changes and MMR.
Let me explain:
You see, if you were a good player because of your perks - and let's be honest - everyone is helped by them - you won 🏆 a lot!
As a result, your MMR kept increasing of course. But, when your perks got nerfed, your mmr didn't change.
In order not to make this too long, my point is perhaps way too many players are in an mmr they should no longer be in but because it's so hard to drop now, they are stuck.
I think this also leads to "hot takes" with each side demanding perks be buffed and nerfed long after they've been available.
What do you think? Am I onto something or way off base?
Again, please be respectful 🙏
I'm a Freddy Killer main and a Nancy Survivor main. I played both roles until this new trend just made me say enough is enough and I'd like to see it significantly be reduced.
Thank you 😊 🙏
Yes it makes a lot of sense. Dbd is more complicated than it seems at first glance and this has to be one reason for fluctuating mmr. Absolutely. A downward drop in mmr probably feels awful enough to DC.
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@poinepp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813143#Comment_3813143
2023 /rabbit one was my fav
Great choice 🐇🧧😊
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@BembridgeScholars said:
I enjoyed the winter event because I loved being a snowman and throwing snowballs. I'm referring to the earlier ones where the snowmen actually had smiley faces because it was cute. I also enjoyed the lights out events, specifically because of the candelabra and all the fun people had using them. Additionally, 2v8 was just different and fun with how many people could be in the match. I also liked the anniversary and Halloween events, as well as the My Little Oni event.
Wow a little bit of everything! An event connoisseur 😊 Très bien!
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@poinepp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812675#Comment_3812675
I really liked its simplicity and different concepts each year with different associated animal
Favorite year/animal? 😊
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812700#Comment_3812700
Yeah, true. I would have wondered whether it was a subtle cheat, but it's happened so often I'm wondering if this is a glitch now. There is absolutely a difference in trials, but it's random. Not sure why.
There is absolutely a difference in trials, but it's random. Not sure why.
Maybe there is a chance that Bhvr is quietly testing out different features/tweaks on certain servers like they did with showing prestiges before hand for some players and not for others.
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@[Deleted User] said:
I miss succing those pustules so much!
Lmao gross. Very gross.
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@GeneralV said:
Wesker.
I genuinely DESPISE this character. It doesn't matter if I die or escape, the moment I see the killer is Wesker I just want to leave the game as soon as possible.
Terribly designed killer that should have never been added to the game.
Wesker.
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@drsoontm said:
My favorite has to be Chaos Shuffle.
The 2vs8 was fun until players began to try-hard it.
Other events are generally fun for a few matches, and are a welcome change from the usual mode, but nowhere as chaotic and anti-meta than Chaos Shuffle.
Any memorable builds from Chaos Shuffle?
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812660#Comment_3812660
https://us.v-cdn.net/6030815/uploads/FDFBQCNZ3I1F/gif-241004-161757.gif
As a bonus, apparently it's a lot of work to turn a small video into a gif file small enough to post here
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@Triplehoo said:
DbD is (at least for me) the only game where all of the annual events have been enjoyable. Especially I love Halloween and Christmas events.
But then again, I have been playing since 2020 so I don't have experience from the events before that.
What’s your favorite thing about the Halloween and Christmas events?
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@poinepp said:
I really miss lunar new year event
What did you like about it? And yeah it was a good one.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/428891/favorite-event
Anniversary 7 was my favorite event but most dbd events are pretty good in my opinion. 2v8 would win by a landslide if i counting different modes.
Sure we can count different modes 😊
It’s the party pallets isn’t it? 😂
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812613#Comment_3812613
https://us.v-cdn.net/6030815/uploads/ITF65EZCB6TA/vid-20240623-221445635-exported-1251.jpg
Also had a nice moment like this. He was sable. (There's a video too)
I think we all need to see the video please.
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@SkeletonDance said:
Does 2v8 count?
Sure absolutely! 😊
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812573#Comment_3812573
Had a match where we got down on death hook then a gen popped with the heal/exposed card. Juuuust so happened to be under a god pallet. Still died but bought a glorious minute outta it.
On the flip side had a match as Wesker (who's build runs lightborn) where grabbed a survivor off the ground only to have three beams pointed at us. We calmly stood there looking at them, shook our head and proceeded to use the remote hook. One of them was shocked enough at our audacity to let us get a grab (bound, infection grab, toss a survivor, whatever you want to call it).
but bought a glorious minute outta it.
😂😂😂
And wow, that moment of magic when the Survivors don’t realize that Light born is being ran 😂
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812579#Comment_3812579
No, I mean throw it in to farm bloodpoints, it still has the 50% for actions in the hunting category.
Yes, but even then it isn’t enough bloodpoints.










