HerInfernalMajesty
HerInfernalMajesty
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@solarjin1 said:
Content- The Flashbang perk and Firecracker items have been re-enabled.
- The Level 2 of the Haunted By Daylight event tome opened October 24th at 11:00 am ET.
- The Level 3 of the Haunted By Daylight event tome opens October 31st at 11:00 am ET.
- Bloodpoint values for several Haunted by Daylight scoring events have been increased.
- Reverted The Skull Merchant's movement speed when Inspecting her Radar to 4.6 m/s.
- The Skull Merchant sees scan lines from her Drones at all times. (NEW)
- The Skull Merchant sees the aura of scan lines when Inspecting her Radar within 32 meters of the Drone(s). (NEW)
- Machine Learning: Decreased the duration of the effect once activated to 35/40/45 seconds. (was 40/50/60 seconds)
- Predator: Decreased the duration of the aura reveal to 4 seconds. (was 6 seconds)
- Zanshin Tactics: Decreased the duration of the aura reveal to 3/4/5 seconds. (was 6/7/8 seconds)
- Distortion: Decreased the requirement to regain a token to 15 seconds in chase*. (was 30 seconds)*
- Inner Focus: Now only triggers from health state loss caused by the Killer.
- We're Gonna Live Forever: Revert the heal speed increase to 100%. (was 150%)
- Fixed an issue that caused Killers to be able to unleash a Captured Haunt and perform a basic attack in quick succession.
- Fixed an issue that caused the Killer's Void Empowered tracker not to properly update when using a Haunt immediately after picking it up.
- Fixed an issue that caused the Blighted Serum add-on to make the Blight's power unusable.
- Fixed an issue that caused Zarina's Spirited Hair head customization to have a lighter skin tone.
- Fixed an issue that caused several Haunted by Daylight outfit icons to be missing glowing VFX.
- Fixed an issue that caused the Captured Haunt projectile to be blocked by the Knight's Guards.
- Fixed an issue that caused the Cenobite to play the wrong animations when interacting with any Void Rift, Portal or Station.
- Fixed an issue that caused the unopened portals in the Void Zone to play the open portal SFX.
The Level 2 of the Haunted By Daylight event tome opened October 24th at 11:00 am ET.
Super excited about this! 😊
Bloodpoint values for several Haunted by Daylight scoring events have been increased.
REALLY??? 😃😃😃
Fixed an issue that caused the Killer's Void Empowered tracker not to properly update when using a Haunt immediately after picking it up.
Um… what?
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@radiantHero23 said:
The speed of transition in and out of bat form negates any reward a survivor can gain while in chase due to it being one of the, if not THE strongest catch up tool in the game.
With a delay to the transition speed of the bat (not the other forms) , he would be perfectly fine.
Do you mean a delay going into bat form, a delay coming out of bat form or both?
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@[Deleted User] said:
Game didnt crash. Aestri simply woke up.
😂😂😂
Also sorry @GeneralV for your games. I can tell it’s been a rough 24 hrs.
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Is this really happening? Is the dream coming true?
Freddy’s Dbd journey in and of itself has felt like some surreal nightmare meta AR experience lol
To all the forum Freddy mains: Let’s all hope you’ll be causing the nightmares this time instead of experiencing them 😂😂😂
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824778#Comment_3824778
Not really. Someone had a bunch of jerks back to back and has had enough, so they now direct their rage at the side that harassed them.
It's definitely not a good way to play the game (an eye for an eye makes the whole world blind), especially since you mostly hit the wrong people. But it's an emotional response to something that unfortunately happens in every online game.
@Prometheus1092, I hope you'll get some better matches soon but please try not to be a jerk towards people that just play the game. They might end up just like you, trying to get revenge, which breeds more salty killers and salty survivors.
I have to agree with @Xernoton
It is what it is but only a small amount of people (very tough people) respond to meeting fire with fire. Most everyone else needs to be approached in a way that preserves their dignity and respect.
There’s an expression I like that fits: “Don’t go shooting all the dogs down just because one’s got fleas”
I’m not a huge fan of dogpiling on either side either. Whether you play Killer or Survivor, the negativity you receive will not go away with more negativity.
And if you just don’t want to be a part of any of it that’s fine too because toxic people just want you to fight with them. Whether they win the argument or lose they still win because all they want to do is fight and bring you down to their level. Refusing to fight a toxic person is one of the best ways of “fighting back”.
I would respond to the toxicity with positivity. It neutralizes the glee and energy others receive from abusing others. I mean the actual reality is that you have to be going through something to allow yourself to hurt people with verbal abuse.
Anyways if you ever want… non-verbally abusive Survivors to play against I’d be more than happy to help put a game together.
Hopefully things have cooled off and you’re in a better place now. Peace ✌️☮️🕊️
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@smurf said:
I've seen a lot of negative posts, so I thought we could all use something positive. Anyone want to share their favorite survivor-killer interaction(s)?
One time I had a killer slug me at the theater counter on Greenville Square (the movie theater map), then bring the other remaining survivor over to pick me up. Then I walked around and pointed at the food and drinks to 'serve the killer popcorn and stuff.' Afterwards, we went upstairs to start the generator that plays the movie. Then the three of us watched Murder Mill together before the killer showed some mercy.I just had one right now 😊
I was playing against the Singularity (who was using the arcade cabinet skin 🤩) on Dead Dawg.
There were pods inside the Void that it kept peeking out of lol. Every-time I would see it I would nod at the camera lmao. When it met me in the Void I consented to being made a more perfect human by leaving the biopod on my back lol. Then, it shut down 🍂
It’s probably still there in the Void.
Its final sign off 🥀😂
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@LordGlint said:
You're the last Survivor alive. You have both wake up, AND sole survivor, so... SHOULD be a fairly easy escape. For some reason, the killer keeps only checking 1 exit gate (the ones where you're at) and is checking the nearby area. You're injured, so it's only a matter of time before your grunts of pain give you away... What do you do?
Normally I’d go to shack and make noise for one last chase.
However. Since I have Wake Up and Sole Survivor then just the other exit gate. The reward of using these perks to their fullest is irresistible.
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It was a nice video. I like how relaxing it was. It’s also nice to see someone who enjoys getting value from perks.
Thanks for the recommendation 😊
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@TranquilityX89 said:
Soooooo Voifd bomb as a perk? Please?
Something similar to flashbang or Chemical Trap, charges with gen progress, craft in locker, one use.
I cant be the only one who thinks it's just fun to use.You’re not the only one. Yeah, I can’t imagine the game without them.
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The Cenobite. To this day I'm still too scared to solve the puzzle box in game even in effigy. I never want to be visited by them 😰
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How are we all forgetting that everyone on this forum is high mmr?
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@MaddieMage said:
Zero reason to ever enter the void. In void survivors are exhausted, broken and don’t know when killer are there.
Killers know when you’re there and are undetectable and their powers work in void.
No haunts this year to release which was HUGE for gaining extra BP inside and outside of the void. The BP gain this year is pretty garbage.
Useless smoke bomb that hinders you just as much as killer
Killers can use their event power and their M1 almost simultaneously to basically instadown survivors.So again… why should survivors even play this event? I’m basically gonna do the tome so I can get the event items and that’s it.
Just a quick note to the devs: You know it WAS possible for you guys to give killers some needed buffs to make this event fun for them without completely destroying the experience for survivors correct? Just checking.
Useless smoke bomb that hinders you just as much as killer
It would be nice if the smoke bomb silenced Survivor footsteps. Or do the Chucky thing where it spawns sporadic footstep sounds within the radius.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822135#Comment_3822135
I've no clue what the heck is going on. :D
The time after midnight but before 3 is typically considered the “Witching Hour”. The time where witches cast their spells and do their dark work. There are many variations on this and I haven’t looked up its origins but that’s typically what it means.
Mikaela is a witch and her dlc was titled “Hour of the Witch.”
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821696#Comment_3821696
Www… Shh… Excuse me?
https://us.v-cdn.net/6030815/uploads/CU2UN2XVOZ2I/1.gif
Ok, give me somewhere around 5min to 20 hours - I maybe be able to guess just one.
Oh wait: Michael? (If not - I'm in trouble)
The Witching Hour
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🚨🚨🚨Excuse me, but you’ve been caught posting above the speed limit. 🚨🚨🚨
I’m going to need your forum License and Registration please 👮🏻♀️✋🏻🛑
Edit: It was just a ruse to stop you and say thank you 😊 Carry on citizen.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822098#Comment_3822098
Why waste good suffering?
Haha! It’s very on brand isn’t it?
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Yes actually to people who enjoy Horror.
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The community dismisses the voices of enjoyment for the voices of pain.
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@Akumakaji said:
AT least we should get an option to "spend Blood Points till they are gone" and then it just blasts through 2 million BP in 2min.
Ideally We should also get the option to chose "go cheap", "go expensive" or "always buy Iridescent add-ons".
In my wildest, bloodpoint addled dreams, we get 5 slots that we can fill in order of importance for the five add-ons or items that the auto-blood-web should look for.
"go expensive" or "always buy Iridescent add-ons".
Yes! Exactly! Some of us require luxury to function. I’m sorry but it is what it is.
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@xCakeStick said:
Don't you just love it, the killer is using Multiple Hex perks with the cherry on top being Pentimento in the background. Prepared to simply end the game in no matter than minutes, or even seconds. No, but seriously, like when one single thing goes wrong and suddenly they're all oblivious they're doing nothing for a while to prevent us progressing. Even when the cleanses come through, you see the Pentimento text come up and added to the game, makes you wanna cry knowing how this is gonna end if you didn't remember where the notifications came from, or those survivors go back and cleanses it. I've had a game where they're all looking for Ruin, out of all Hex perks in the entire selection. I don't see a real reason to cleanse a Hex totem or find the Hex unless it's Blood Favour or Devour Hope, anything else can be tolerated through the game with concentration and if you pay attention whilst doing objectives outside of chases.
Not until a Bloodwarden-like Hex perk comes out that leaves you in a dying state for cleansing the glowing totem.
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@Chilli_man2400 said:
autodidact
I don’t understand why people say this perk is mid it saves so much time and completely counters anti healing builds. I had a game where someone was slugged and I picked him up in 2 seconds cause of this perk if I didn’t have it he would have died but he escaped
This perk is a diamond that nobody recognizes
@Aceislife said:
Autodidact is a lot of fun when it actually works. Scene Partner is hilarious, in fact so are Dramaturgy and Plot Twist. Ace In The Hole is a fun perk to use with a chest build. Lightweight is such a good perk to lose the killer in a chase but barely anyone used it.
It never fails to make me laugh every time the first stack happens 🤣
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@ChaosWam said:
As the title says, do we have perks that aren't meta that we enjoy, or at least like how they function even if they're considered weak?
I myself like Game Afoot on killer for any sort of obsession-based builds I run. Whether it's for Furtive Chase or paired with Nemesis.
On survivor, I have a firm belief that Bite the Bullet is massively underrated and has saved me and a teammate few times.I’m not sure where this perk stands but I can’t seem to stop building around Batteries Included.
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Yay my favorite charms ☺️
Thank you Count for watching out for the community.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820633#Comment_3820633
For your enjoyment I will leave this impossibly based bot gameplay here.
Wait did the bot get the hatch?! Lmao 🤣 smh
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@MechWarrior3 said:
I wish playing as Freddy you could slightly and softly hear his lullaby.
Only survivors hear it which I get but I wanna hear it too when I play as him and I don’t run into Freddy’s enough to do so lol
So you want to go crazy I see.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820604#Comment_3820604
The slowdown of forced is pretty massive. While booth perks incentivice going for someone else after downing a survivor, infectios leaves the survivor a chance, whereas forced doesnt. Thats probably my biggest issue with the perk.
In the end, it depends on what killer you are playing i think. Imagine playing against a Bubba with infectious vs a bubba with forced.
With infectious, bubba is still loopable. With forced, you just go down (at least most of the time).
I can respect everything you wrote.
Can we agree that both are pretty brutal in the slug game?
Edit: let alone stacking these two? 😆
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820621#Comment_3820621
Yes. I have seen a lot of temp-######## players in the past few weeks. I thought at first someone may just put that but some numbers were to random to be significant
But there were killer bots in 2v8 and I was actually slugged by one 😆
You can tell because the Killer bots play so much worse than the Survivor bots.
Also you can tell you’re playing against Survivor bots because on low loops you can see how they match your input perfectly lol
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I have been having a sneaking suspicion that there are indeed unmarked Survivor and Killer bots in our matches.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820587#Comment_3820587
Infectious Fright gives you information. What you do with that info is on you.
Some examples:
- Nobody screams tells you, that you can pick up without having to bother with flashlight saves. (Most people don't run calm spirit these days)
- Someone screams leaves you with two options. Leave the person slugged or pick up and hook.
If you pick up and hook, you risk a flashy save. BUT you know where to get into the next chase fast and what gens are being worked on. Your taking another risk however, in that the Gen could be finishes while you pick up and hook.
If you don't pick up and slug, you are also taking risks. The survivor you slugged could have anti tunnel. The guy you find could be a very solid looper, giving the team time to pick the slugged one up and maybe even heal them, making you waste and lose more time than you won.
Forces hesitation on the other hand tells you: slug! They can't loop you really, because they are slowed down so much. If you don't slug, the perk provides no real value. That's at least what my experience is.
The value tells you one direction and nothing else, whereas infectious gives you many options that do not have to result in slugging.
Maybe im missing something, but that's how I see it.
No no thank you for laying it out.
So according to you Forced is worse because it tells you to slug. Whereas Infectious is just info that doesn’t necessarily beg for the slug. I can respect that pov. By their inherent natures it seems like Forced is more intended for slugging than Infectious.
The reason I juxtapose Infectious to Forced is because if your goal is to slug, Infectious Fright can be pretty nasty. Like really nasty. I haven’t used Forced Hesitation but I can imagine that the Hindered penalty makes it easy to slug. I just feel like Infectious gives Forced a run for its money when it comes to snowballing.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820579#Comment_3820579
It's a perk that encourages slugging, is it not? Running super slow is also not that fun.
Most importantly though, it punishes survivors for something that is already in the killers favour. Grouping up.
I think cooperative actions should be rewarded rather than punished. DBD is a team game, where finishing objectives together is worse than playing selfish / as the lone wolfe.
You could also bring up pentimento in that sense. It discourages survivors from doing secondary objectives. This being the cleansing of totems.
Sure I can see it’s a slugging perk. Again it’s probably my inexperience but Infectious Fright feels like it does more damage than Forced Hesitation when it comes to slugging?
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@IAmGilgamesh said:
There is a lot of talks about WoO needing a nerf for a very long time. Why do you think this perk needs a nerf?
I don’t think Windows is OP. Yes it helps beginners but it almost feels like a wasted slot for more experienced Survivors.
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@radiantHero23 said:
Flat out nerf...
Don't know... Most seem pretty fine to me in terms of numbers.
Problematic design? There are a few. Deadlock, knock out, franklin's and forced hesitation are all very problematic in my opinion. But simply nerfing them isn't fixing the problem, that their core design is flawed.
Hm, can you help me understand the issue with Forced Hesitation?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819980#Comment_3819980
One of my favorite bands! Heavens was a side project of his. Shame they only did one album.
Oh wow really? Aw that’s too bad.
Well thanks again for sharing. I know what I’m listening to this week. And awesome taste btw haha
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@[Deleted User] said:
https://www.youtube.com/watch?v=1oWjq3nl0RA
This whole album all October every year
I was wondering where I’ve heard that voice before! Wow thanks for sharing haha how cool.
Here’s a song from Matt in Alkaline Trio:
https://m.youtube.com/watch?v=QCmq5dSxPUk&pp=ygUcYWxrYWxpbmUgdHJpbyBpbnRvIHRoZSBuaWdodA%3D%3D -
@Iron_Cutlass said:
You ever just look at a Generator and think "hm, how I can I make this feel worse in every single possible way"… no? Well to bad here is the build for that.
Despite the name, the build is… well… not a mild inconvenience, it is dedicated to making things as awful as possible for a single player.
https://us.v-cdn.net/6030815/uploads/3WWN3MI2BAIA/screenshot-from-2024-09-15-21-45-43.png
- Hex: Wretched Fate is a perk that makes a Dull Totem turn into a Hex Totem when a Generator is completed, this Hex Totem makes the Obsession repair Generators 33% slower.
- Scourge Hook: Gift of Pain is a perk that makes Survivors who are hooked on Scourge Hooks get the Mangled status effect, upon being healed, they repair Generators 16% slower until injured again.
- Hex: Pentimento is a perk that lets you replace destroyed Hex Totems with Rekindled Totems, Rekindled Totems cause Survivors to repair Generators 30% slower.
- Merciless Storm causes Survivors on repairing a Generator past 90% (for the first time) to receive a constant stream of Skill Checks, failing the Skill Check regresses the Generator and blocks it for 20 seconds.
The idea here to make the Obsession repair 33% Slower from Hex: Wretched Fate and an additional 16% from Scourge Hook: Gift of Pain for a total of -49% Repair Speed; adding 44.1 seconds of repair time, making Generators take 134.1 seconds.
Since Hex: Wretched Fate can be cleansed at any time by the Obsession, Hex: Pentimento is here to provide an additional -30% Repair Speed for a total of -79% (when Hex: Wretched Fate activates again); this results in adding 71.1 seconds of repair time, making Generators take 161.1 seconds.
Finally, Merciless Storm procs on the final 10% of the Generator, which with a 161.1 second Generator, it results in nearly 20 seconds of Merciless Storm being active on the final part of the Generator, putting more pressure on the Obsession to hit those Skill Checks, otherwise they lose their hard earned repair progress and an additional 20 seconds of time from it being blocked!
Reminder that all of this is possible thanks to Hex: Wretched Fate and this is a 100% totally and perfectly and fine interaction that does not, at all, remove the Obsession's will to play the game!
I just saw this. Um… Wow. I kept reading and it just kept on getting worse and worse. Once I got to the Merciless Storm section I literally laughed out loud.
It’s brilliantly evil.
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@ReverseVelocity said:
Currently, Poised only reveals auras on the very first time you touch a unique gen, and then never again for that specific generator. This is likely done to prevent gen tapping to get permanent wallhacks on the killer, which is fine, but it creates a little bit of an annoying scenario.
Say I start working on Generator A, the aura effect activates. I then get chased off, and go work on Generator B. I then come back to Generator A a couple minutes later, I start working on it, and no aura.
Instead of only being once-per-gen per trial, perhaps it could refresh the effect when you start working on a different Generator. That way, if you leave a generator for a while and come back, you can still get Poised, but you can't gen tap for unlimited Aura reading.
I see the idea. The perk kind of promotes that way of playing. As it is right now I kind of like that it activates just one time on each generator. I’ve been so enamored with the buff that I honestly haven’t even thought about buffing it more. My only fear is that it would be too OP if it was more than once a gen.
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@francesinhalover said:
With distortion existing killers weren't spamming aura perks. you would see maybe 1 that's it.
Now all killers are spamming them. it's 2-3 per game because they know no ones using distortion.
I couldn't care less IF PRO SWF COMM SURVIVORS DESTROY KILLERS. AVERAGE MMR AND SOLO Q are TERRIBLE ATM.
Several Aura perks have litteraly no counter like nowhere to hide(unless you hide in a locker, but killers usually check lockers near gens) . And darkness reveal works any time you want. Survivor can't even get hatch.
Solo q always was bad and for some reason is never improved.
Jeff went from being a calm, quiet observer to being in on the action. Idk it’s weird he has a perk that goes against what I thought his character was about.
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@Garresh said:
https://forums.bhvr.com/dead-by-daylight/discussion/429805/how-would-a-mimic-killer-even-work
I've posted about this before. The way to make a mimic killer work is to give a power that lets you "infect" a survivor, without any visual cue that the survivor is infected. The "spy" survivor wouldn't know they were on your side. While infected, the killer would see their aura, as well as any survivors near them.The killer could activate the power again to "emerge" from the infected survivor, allowing them to ambush other players near the "spy". To prevent tunneling, the killer cannot injure the spy. Hitting the infected cancels the infection but doesn't damage the survivor.
Tldr: Make a mimic killer work by having the "mimic" be an actual player who doesn't know they're the mimic. The only question is how to infect discretely. I suggest traps since they favor stealth anyways.
This is really similar to my thought process on how I think a mimic Killer should be.
My main starting point is the scene in “The Thing” where they’re all strapped to chairs getting their blood tested. Do you know if you're The Thing or not? The idea of a Survivor being an unsuspecting host I think is one of the keystones in making a mimic Killer work.
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Cats can be cute but I still have to go with dogs.
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@GeneralV said:
So, a thread made by fellow Forum member @ArkInk featured a recently conducted Slasher Radio interview with Mathieu Cote, and towards the end of video Cote is asked about the Freddy rework.
Here it is, the moment they talk about Freddy can be found at 56:38
https://www.youtube.com/watch?v=i8_cF5-YDRE
And well… as Cote himself said, it is indeed a generic response.
I can understand how talking about gameplay changes like this in general is "delicate". However, Freddy has such a low pick rate and has been neglected for so long that announcing the direction the rework will go shouldn't really have any negative repercussions.
As I've said on Arklnk's thread, I really wish I could ask someone at BHVR the question: "Do you think Forum user GeneralV will like the upcoming Freddy rework?". Because a simple "yes" or "no" would tell us A LOT. But unfortunately, that is not possible.
I think this is the fifth time, if I am not mistaken, that Freddy's upcoming rework is officially mentioned but no further information is given, and the anticipation really makes you come up with countless scenarios. So I would like to know what do YOU think they will do to Freddy?
How do you think they'll change my favorite killer this time?
It’s hard to gauge. Bhvr may not even be able to do an actual rework if it is outside the parameters of Freddy’s contract. If it’s hard to contact the license holders or get them to budge then maybe it will be a more modest rework.
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@LadyOwO said:
While it's a cool concept SWF would render the killer useless. I don't really see anyway it would work tbh.
@Seraphor said:
As long as the killer appears to each survivor as a copy of one of their other team mates, it could still sow some chaos in a SWF. It would have them second guessing who's who, particularly if they're grouped up and you're there with them. Think back to xmas snowmen.
But it wouldn't be enough of a power on it's own, more of a secondary power.
I’m thinking what Seraphor said as well as a teleport ability where the Killer kind of hitches a ride invisibly on a Survivor and can travel to another survivor in proximity. The killer would be able to spawn in from the nearest locker kind of like a Dredge that can travel within the Survivors without them knowing it. It doesnt even have to be lockers it could be another spawn point just like the Unknown’s copies. Bhvr could make the teleport point like a bacteria basin or something.
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Imagine we got a Killer that could do this? Pick up a Survivor to rapidly levitate them around the stage.
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Both of my queues have been kind of long despite the +50% bonus BP on Survivor.
Maybe the queues are taking long because maybe Bhvr changed the mmr system from fast matches to tighter mmr cluster matches.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818203#Comment_3818203
let be real... u probably deserve it @HerInfernalMajesty for all the survivors u been killing lately. Fernal blood thirsty killer in disguise as a wholesome forum user.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818195#Comment_3818195
LoLol just felt like the appropriate one to pick @herlnfernal
The games we had a few days ago was so relax and normal. Went on survivor yesterday and it was damn near nightmare fuel. Blights moving with the hit box of the sun around them, huntress hitting me behind walls, and my favorite vaccum wesker dashes when I'm 5 meters around the corner. I was screaming "WHAT" almost every match at some point
Seriously! The Survivor games since the update have felt more difficult than usual.
My last Survivor game I was somehow double tapped by a power and m1 before shack window but yet I still made the vault and was dying on the other side.
I wonder if it is hitbox, latency, or both.
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@solarjin1 said:
it pretty noticeable on both sides but i think survivors damn near unplayable. You get hit from Jupiter all game.
You get hit from Jupiter all game.
🤣🤣🤣 It’s hard not to hyperventilate.
Why did you stop at Jupiter? Was Neptune too far? LMAO
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@Rulebreaker said:
The thing that would probably be the most effective would also be something ridiculously crazy. The main problem we see is that there's rarely a specific thing to nail down. Some leave because they see a "losing" game and want out, others don't like this or that, etc. We don't think there's a reward that would be reasonable and would keep a majority.
Personally we'd like a guaranteed pip for an escape (despite the worries some of us have) and more of everything really. More iridescent shards for leveling up devotion, more rift exp, and maybe small amounts of cells too if we're being greedy. The idea behind this madness is the better you do in a match the more devotion exp you get to get these rewards while it works for both sides (well sans the pip part). It's basically a buff to what already happens but its what we'd want.
The rewards you all mentioned sound pretty great. The idea that the better you do the better the rewards feels like a no-brainer. Maybe we’ve all outgrown Bloodpoints lol
Personally we'd like a guaranteed pip for an escape (despite the worries some of us have)
What’s the worry?
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818132#Comment_3818132
If this post makes you feel dismissed then I am sorry. I just want to make a case that I truly believe that we can (mostly) find win/win solutions to the aspects of the game that frustrate us.
It's perfectly fine. It's a discussion. We all have different experiences in the game; I know that mine may be different from others.
Are both equally frustrating for you? Players who hide and players who quit?
When someone quits, everyone has that information immediately, and the person who's gone can't sabotage the match in any other way. Teammates who hide, if they're found, very often run at areas where they know other survivors are. It's pretty common that if a hiding teammate is found, rather than keeping the killer busy they will run towards a gen being worked on. The hiding survivor was never on a gen, but now someone who was on a gen is being chased by the killer.
I have let hiding survivors die on the hook and the quality of the match improves afterward. It seems backwards but it's true. So, in my experience, a useless survivor in the match is much more frustrating than no survivor at all.
What if we can solve that AND increase rewards? I think it is possible. Excessive hiding can easily be fixed with some kind of notification or aura read.
I'd love for killers to get notifications about survivors who aren't participating in the match. AFK crows are not aggressive enough. However, I also try to be careful about suggesting possible killer buffs, especially in a topic about decreasing the rate of survivors quitting.
In terms of decreasing the rate of survivors quitting, I'd say the solution is to give them goals that look achievable. They're quitting because the goal of escape does not look achievable. Increasing the reward for escape won't make it more achievable, so those who are quitting probably won't be enticed by an increased reward. Increasing the rate of escape would negatively affect killers, so I don't want to suggest that, either. Survivors need things they can achieve, goals they can reach other than escape, within their matches. That could be increased Bloodpoints for participation, that could be some text calling you a "HERO" instead of just "SACRIFICED" if you helped your teammates a lot, it could be something completely new added to the gameplay mechanics, but there needs to be something that will keep survivors playing when escape is unlikely. As is, everything hinges so much on escape that many players don't feel like what they do outside of escaping matters. When people feel like what they do doesn't matter, that's when they give up.
As an aside I just want to say this is an enjoyable conversation.
I really appreciate your pragmatic stances on this issue. I respect your experiences. I especially love the idea of rewards other than escape.
I’m in full agreement that there needs to be more to work towards the Survivor end besides escape and challenges. I think I remember hearing that challenges were going to be overhauled so that there is a central bank of challenges that simultaneously fill as you complete the miscellaneous tasks. I love that, it’s like how some battle royale game challenges work.
I know it would garner a lot of opposition but how do you feel about “death rewards”? On the surface it may seem like people will die on purpose just for these “death tokens” but if we just shelf that problem for a bit in my opinion it would go a very long way in reducing the sting of death on the Survivor side. It could even be a like death punch card. Just something to make players feel like they are making more progress than BP or Devotion level. Even just adding rift level 200 feels better than before even though it is just BP. It feels good to see a counter or “high score” go up.
Edit: Typos -
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818114#Comment_3818114
increasing escape rewards would help more than hurt
One of the things I complain about most on this forum are teammates who hide and wait for the hatch. Many do that from the moment they load into the trial. Those ruin more of my matches than suicides or anything else. Other people may have a different experience, but from my perspective increasing rewards for escape, especially escape through the hatch, would be one of the worst things that could happen to my own survivor matches.
Escape is the win condition. It's already so highly valued that the last survivor will teabag on the hatch for 10 minutes until the killer comes to see them escape because, even though the killer got a 3k, that survivor considers themself the overall winner thanks to the RNG we-don't-want-survivors-hiding-for-30-minutes pity mechanic. Meanwhile, I'm waiting there on the spectate screen wanting to see the killer's loadout.
That's where I stand on that. It's why I have never and could never advocate for greater escape rewards, because it already brings out the worst in many of my teammates.
I think that we can both agree that while it won’t solve the problem of giving up, Survivors could do with a reward “update” as a whole.
Definitely. Survivors absolutely need an update to the way the game rewards them. Bloodpoint gains are pretty miserable.
I see I see. So from your experience there is a toxic behavior (hiding and waiting for hatch) that would only get worse if there were increasing rewards.
As bad as it can feel, I do believe that players hiding and waiting for hatch is better than the players who give up on the match as a whole. Which isn’t to say that you, TragicSolitude, should change how you feel or anything.
It’s a complicated issue because I believe it is a multi-step process. If we give greater rewards maybe we will help with people quitting, but now more people will be tempted to play in way that brings out their worst tendencies.
Are both equally frustrating for you? Players who hide and players who quit?
I imagine a solution where we try and make a dent in people giving up. While also reforming other aspects of the game the community dislikes. For instance what you dislike, excessive hiding. What if we can solve that AND increase rewards? I think it is possible. Excessive hiding can easily be fixed with some kind of notification or aura read.
If this post makes you feel dismissed then I am sorry. I just want to make a case that I truly believe that we can (mostly) find win/win solutions to the aspects of the game that frustrate us.
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@TragicSolitude said:
Escape is already too heavily rewarded. The game needs to reward participation more. The greater emphasis the game places on escape, the less survivors are going to be willing to stick it out the moment it looks like they might not escape.
The higher the value placed on things like escaping through the exit gate or the hatch, the more players will focus on only those. If participating rewarded more points (and maybe if you died but got a gold Lightbringer or Altruism the game could give you a bit of text with some props rather than just "SACRIFICED"), it would be much more worth it to play through a match that doesn't end in escape.
I'd say a big problem is that for many survivor's there's not a big difference between dying sooner vs dying later in a match. Both points wise and in terms of any feeling of achievement. What they do doesn't matter if it doesn't lead to escape in the end.
I like your ideas of more rewards for participating. I still personally believe that increasing escape rewards would help more than hurt but I do respect where you are coming from.
In the very least I think that we can both agree that while it won’t solve the problem of giving up, Survivors could do with a reward “update” as a whole.
