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HeroLives

HeroLives

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  • Reminds me when people used to lobby dodge because of rank. Sounds like people just actually lobby dodge to up their chance at getting a what could be easier game.

  • I personally would not care for this as typing on the playstation pop up virtual keyboard is a pain in the oh my. It's not quick or easy to do. Also pass on all the salt.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658305#Comment_3658305

    People often act like it's some sort of big factor, but does anyone actually weigh perks heavily when choosing a survivor? Or a killer for that matter? I'm looking at this from the perspective of someone who picks up everything anyway, but I think what perks a character comes is this pretty close to a non-factor, since almost everyone is just going slap a bunch of pre-existing perks on them anyway. Especially survs, who are essentially just skins of each other.

    It's not like she's licensed and will cost actual money. Most people with a spare 9K shards are gong to pick her up.

    And no one will ever dethrone Feng simply because so many people already have a metric ton of cosmetics for her. But I'd bet Sable is going to be the most popular new surv in years, and will having some staying power. And I'd be stunned if BHVR doesn't immediately start loading her up with cosmetics; she's going to be a great vehicle for selling them.

    yeah I already want a dark brown haired verision with more straight black goth clothes.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656043#Comment_3656043

    It would be cool if we could unlock different survivors as skins, by mori-ing them a certain number of times ... but I guess that ship sunk irretrivable. So Dwight will do. Oh and its probably Nea who is the actual Unknown. We all know that she is pure evil.

    Does that Sam person still make the DBD animation shorts?

  • @Eelanos said:

    I'm really tired of number perks. "Gen repair 1% faster if you remove each totem in the map", "walk 1% faster while injured if the killer is closer than 2 meters when they swing their weapon", "heal others 75% slower but increase heal speed by 0.5% each 1.5 seconds you spend healing other survivors".

    Stop that. Give me something weird and fun. Let me throw a running decoy that disappears after a couple seconds. Let me stand still while crouching when the killer is nearby to get a Wraith-like invisibility. Let me teleport between lockers as long as I'm not in chase. Let me set up wire traps on the floor that will stun the killer if they steps on them. Let me gather clues around the trial if I have a map and once I have enough a coloured path shows me the shortest way to the hatch.

    I know people will freak out because "Your ideas are not balanced!!" but there's so many different things we could be doing instead of making gens and heals faster and they already have so many levers they can pull to make them balanced.

    Hire them immediately ^

  • If they bring omega blink nurse back, I’m just going to turn in my survivor hat for the foreseeable future, and possibly uninstall.

  • Looks like Billy Jr. to me. Like Billy himself reproduce that child and borrowed an egg from hag for teleport.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654382#Comment_3654382

    Don't forget, if [new thing] turns out to be good, everyone will pretend it doesn't exist so they can continue complaining that they never receive good things. If it turns out to be bad, it will be mentioned endlessly as proof that they never receive good things.

    Doesn't really matter if it is good or not, bc if it is it will probably have some downsides so people will prefer something solid and less conditional without hinderance. If it is good and survivors like it, then it will get nerfed to the point that it buys you like 3 seconds in whatever situation. It's a lose lose situation, Respectfully.

    If the devs made perks for killers like they do for survivors it would be something like

    "insert killer perk name: gain the ability to instadown 4 times per match, however take a blindness stun duration for 50/40/30 seconds after each instadown"

  • With all traps reset every 2 seconds after popped, and survivors who pop lose 1 heath state, yes. Easy A. Nasty combo.

  • Balanced landing being switched to a button activation like dead heard.

  • being able to see your personal mmr and your personal survive/kill stats(per killer) percentages built into your profile information so you can view it at anytime.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650940#Comment_3650940

    Wish the bots I see are more consistent with heals. Few times I've been screwed over because they will stop healing me as soon as they hear a TR or stop healing to bolt to a gate to open it.

    I once was in a match that went so well bc bot performance that when the lil gal(Claire bot) got hooked at the end, instead of escaping out the gate I traded myself for the little bots life so it could run out. It was just myself and the bot left. I’m sure the killer was very confused.

  • Removing the option to self unhook or send yourself through hook stages faster through button prompts, leave the timer. Keep deliverance as the only way to self unhook, and bobs your uncle. No more ppl complaining about “suicides”’ whether intentional or not on both sides.

  • They could just take out the skill checks…and buttons prompts to “attempt”

    i wouldn’t be fussed about it, probably give me time to eat some nuggies or something, have a stretch, ponder my actions. Literally just chill. The action button sequence isn’t all that interesting in my opinion, more of another mindless task, that I wouldn’t mind if it goes, and they just leave the timer.

    The only way you should be able to self unhook is if you have deliverance imo.

    They’d have to change like what? One perk being slippery meat, I doubt people would mourn it.

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651003#Comment_3651003

    You could also make a concept where Hex perks start as a dull, but turns into a Hex totem after X amount of hooks, with each hook increasing it's strength (with a cap ofcourse)

    Example:

    Hex Ruin starts as a dull totem, 100% regression speed

    • 1 hook, 125%.
    • 2 hooks, 150%.
    • 3 hooks 175%.
    • 4 hooks, 200%. Cap reached. Dull totem turns into a lit Hex totem.

    yeah sure why not, anything would be better than hexs current state being that you can cleanse them almost immediately by happen stance. They can always tweak numbers or whatever if they notice op trends. I’m not really that great with percentages, I’m a fan of people being able to have more viable options though, so you see less of the same thing over and over. I don’t think it’s asking too much for there to be some protection for hex totems, obviously they’re usually very strong, so there must be conditions. I’m open to them trying something new with them though to make them more viable to see how it goes, the condition can vary per hex if needed.

  • @WishIcouldmain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650965#Comment_3650965

    Don't use it on Bubba, he is a built-in pallet shredder and considering the perk is a hex there's always the big risk. If you get really good with bubba there will be no pallets left.

    I faced one the other day who seemed like they were on sniffy dust and had me absolutely sweating the entire chase, and he’s not someone I really struggle against personally, but I was fighting for my life on that one.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650928#Comment_3650928

    While I agree that tunneling is probably preventing other strats from getting stronger, the difference there is that tunneling is fully intended and allowed by the Devs and you're still trying to win/participate in the match.

    I don't think giving up at first down because you got Skull merchant, got the Saloon map, or whatever other bad vibes fits into the same criteria.

    Not saying I agree with that decision completely, but I'm not the one making the rules.

    From what I've seen and seen others say, for the majority of players survivors sacrifice themselves frequently enough to be a concern and killers giving mercy escapes are a rarity. Especially if it's anything more than hatch.

    Which if that's the majority that means the kill rates would be a lot more inflated than the escape rates could be. In comparison to a normal played out match at least. Which would mean in normal games survivors have a higher than intended escape rate a.k.a. are stronger than they should be. At least going off of this.

    Could the survivor voices of the community be massively over exaggerating? Yeah. They also were saying solo is incredibly weak and almost impossible to escape in yet here we are with it pretty much at the goal escape rate.

    I don’t disagree with you in a large majority of this.

    Idk though solo is pretty rough the lions share of the time, experiences may vary based on other variables. Which we can get into if you want. I imagine people that haven’t been playing for years and learned a large majority of the rosters counters, or how to counter certain tactics especially are not having a good time if their goal is to survive the match. So unless a bunch of ppl are lying about tunneling being the only viable option to get that 3k-4k consistently, tunneling being a doom for the entire team basically, and the sheer amount of people that complain about it, plus mix that with needing everyone on the team to pull their weight in a normal match against a killer that knows how to pressure, plus having in game knowledge, I’d say they aren’t lying about not having a good time considering a very large amount of the player base isn’t an 8k hour streamer or someone that exclusively plays this game for hours on end and learns(no shade to them, I appreciate them) just saying the experience levels are going to be night and day and therefore experiences are going to be drastically different.

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650993#Comment_3650993

    You could use Undying to protect your Hex totem, but that takes up a whole perk slot and is also a Hex. I really like to use Ruin by itself but it always hurts when people just spawn on it and instantly cleanse it. Hex perks in general need a rework

    Agreed, I’ve always thought it was kind of unfair that you can take down a whole perk slot in seconds if not multiple slots incredibly quickly before any use can be had from it, they should at minimum come with a can’t be cleansed for x amount of time. Maybe make them all look dull like the others as to at least not draw attention to them for x amount of time. Idk something.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650943#Comment_3650943

    Oh you bet! If they use any kind of machine learning to code the A.I. to learn what successful human players do in any given situation, Killer bots will be utterly ruthless.

    Imagine seeing your entire team slugged and bled out by an OniBot. A BillyBot that always returns to the hook to hard tunnel. Or a PigBot body blocking her Jigsaw boxes to secure a crucial head pop. Killer bots could play a nasty game.

    So nothing outside of a regular session on dbd at least once playing for a couple hours or more 😂🫡 I salute you self learning killer bot. I imagine most people would just end up slugged regardless at the beginning bc there’s nothing more efficient than that if they’re code specifically just to kill.

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650979#Comment_3650979

    That's Plaything. But that only blocks Plaything totems for the other 3 survivors for 90 seconds, only the person affected by that totem can cleanse it the first 90 seconds.

    Imo if you want to use a Hex perk you should use 2 impact Hexes, Plaything and Penti. But on Bubba that can be doubious as you dont have map presence to rekindle Penti totems

    Ahh alright, thank you. I thought it was a perk that blocked any totem and not a specific totem. That person shouldn’t listen to me then, I clearly need to read up on the perks on killer side.

    also devs should consider a totem blocker perk for any hex, even if its conditional(for balance or whatever)

  • So hex blood favor, plus whatever that perk is that blocks your totem from being cleansed. Again idk the name, but as survivor it’s very annoying when I want to touch that totem and can’t. Idk how much of your build you’re willing to sacrifice though to try something different.

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650950#Comment_3650950

    Thats a Hex though. You wont get to use it most of the time if thats the only hex perk you're bringing.

    Oh okay, didn’t realize it was a hex. Any tips for the bubba main above that would get a better value than bamboozle as a chase perk for bubba?

    explains the random explosion that I wasn’t sure what I destroyed though.

  • Thank you, I appreciate it. Do you also happen to know if it’s valuable on bubba?

  • @Ulti84 said:

    Hello,

    I play Bubba quite often, and until a few days ago I used to run Bamboozle.

    But lately I learned that Bamboozle is probably a bit overrated on Bubba.

    Because good Survivors / SWF will immediately realize you run Bamboozle (or even assume it right from the start, since you are playing Bubba...) and will simply run to the next spot.

    In this case your Bamboozle is not that useful, in my opinion.

    Now I prefer to play 3 Perks which delay Progression and Lightborn on Bubba.

    Idk the name of the perk I don’t play killer that often, but I imagine that the perk that blocks pallets would be very useful on him.

    does anyone know the name of the perk that blocks pallets btw?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650103#Comment_3650103

    Because of what I've seen survivor bots do... I kinda wanna see a killer Bot. I've seen survivor bots T bag and such... Can you IMAGINE seeing forum posts complaining about being proxy camped by an iri head huntress Bot? Maybe getting facecamped by a tombstone piece Myers Bot.

    It would be interesting to see the possibilities of what killer botinator could do.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650866#Comment_3650866

    In custom games, I personally find them to be a real challenge and sometimes I can't get a single down. But in an actual trial where they've replaced a DC, they can act like they've been totally lobotomised. I suspect they've been nerfed somewhat for DC teammates.

    😂 at least they gave me a heal then before they did something loBOTomy like.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650765#Comment_3650765

    In my experience, the amount of the games where a killer is memeing is far rarer than the ones where a survivor kills themselves on first hook.

    The amount of times I see someone sending themselves through hookstages probably is equal to the number of times I see the killer give up their guaranteed 4k for a hatch for the last survivor.

    In my experience the experience between them suiciding on hook, and the killer tunneling out early on is both equally miserable and has the exact same outcome(just my teammate was the real killer this time). So like from a player perspective nothing new really as far as outcome being in a 3v1 early on. From a statistic perspective yeah that skews data, I’m not saying it doesn’t.

    why does it matter what happens more the killer meme,survivors meme, suicides, or intentional throws on both sides, or the killer giving mercy outs? It all skews data from legit representation. I can also say that killers “tunneling” also inflates kill rates and is harmful bc they wouldn’t get the buffs they actually need if they used other tactics(ie pressuring survivors outside of the hooked survivor areas) so that they can be genuinely looked at for overall performance. There’s a lot of variables to consider is all I’m saying.

    TBF I also don’t think they should consider any data off new killers within the first 90 days bc ppl don’t know how to play them, and ppl don’t know how to counter them. So any feedback within the first 90 days should be taken with a grain of salt.

  • @aerie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650886#Comment_3650886

    do not double the amount of pips you need. 10 pips for iri 1 ALONE? dear god xD

    i think i'd prefer a system that depips me than that grind....

    Send me to brown,bronze, silver, and gold, I dare them. They’ll regret that instantly. Survival rates through the roof. The baby/teenage survivors will think they’ve been blessed by the entity and the baby/teenage killers will think the whole game is rigged.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650880#Comment_3650880

    The thing is, the only time it's important to know if someone vaulted 3 times... is if your chasing them in which case it's not explosion sounds anyway. It's the sound of the locker, or pallet, or window.

    Who knows why survivors do the things they do sometimes, wild majestic creatures truly.


    but yeah getting multiple notification explosions incessantly in the same spot should be looked at.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650866#Comment_3650866

    I guess It depends on the situation. At certain loops they are good because they can see your movement at all times. Beside looping I've never seen them do anything else that great. They are no replacement for someone with a little game sense. Well in my experience.

    The bots I get matched with can last for a decent time in chase, does gens, gives heals, goes for saves. I’d say they’re well rounded. While I wouldn’t call them gods(never seen them get a flashlight save or do anything outside of objective), I’d say they are average and consistent.

  • @tjt85 said:

    I don't know why they haven't at least added a Trapper bot. I don't know the first thing about coding video game A.I., but I imagine he has the simplest power to implement.

    Even a Trapper bot would be scary to face. Survivor bots are looping gods so I don't see why a Killer bot would be any different. You'd never win a mind game.

    I saw some people saying the survivor bots suck, but in my experience the bots are pretty good, and most of the time are a better teammate than the person that they replaced.

  • The game is weird ngl there’s times when I play and I make every window safely, the pallets drop, the team is teaming, and it’s back to back W’s.

    then there’s other days where it feels like every single window is forcing me to vault slowly(not slow vault) or is being delayed, pallets are delayed that should have dropped, like there is a difference in performance, the game can’t keep up with action inputs. The whole team is dying, people are making sillier mistakes than usual, and it’s a layer of hell. Obviously it’s not winning by any measure.

  • @Nos37 said:

    I miss Orion and not_Queen.

    Orion had such grounded viewpoints that felt fair for both sides. It made me realize how whiny I sounded and made me think twice before posting. Now it feels like I just come here to vent. (Even though I think the game's in a great spot and am enjoying it lately!)

    not_Queen brought levity to the toxicty and to the dev streams.

    Oh yeah I was thinking about Orion the other day, hope he’s doing well too.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650764#Comment_3650764

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650765#Comment_3650765

    1 survivor self sacrificing ends up in the other 3 also being doomed causing collateral kills.

    A killer letting someone go is only 1 escape. Assuming hatch escapes count.

    Survivors self sacrifice a lot more than killers let someone go afaik.

    I don't see it evening out, the kill rates would still be inflated.

    sorry I mean I’ve been in a good bit of matches where they are letting more than 1 person go, and it’s very noticeable they weren’t trying(maybe a daily or something). Like the whole team is out. Not saying it’s like an issue or anything but it’s noticeable. Also the amount of times I’ve seen a killer purposefully not 4k is a very large amount. Again not saying it’s positive or negative but it’s still a good amount also skewing the data.

    and like yeah maybe possibly you’re right bc 1 person suiciding on the hook basically dooms everyone else but that one person at the end that could possibly maybe get hatch.

    in my survivor experience though most matches end with hatch spawning with the gens not being completed. So to throw out that very large amount of data would be wild, which is kinda another reason I want hatch gone bc it messes with data. The survivors suiciding idk they should make it impossible to do if it’s that big of an issue? I rarely(maybe 1/10 matches) see it, but I do see it. Could be different numbers for other people.

  • @MrPenguin said:

    Wouldn't these kill rates be inflated due to the large amount of self sacrificing going on in the game i.e. Skull Merchant?

    It'd be a lot more accurate to exempt those matches as you do the DC matches since both are effectively the same in terms of outcome.

    Only if you exempt the matches where killers are memeing or purposely letting everyone go, and all the numerous matches where they willing let someone go. Tbh it probably balances itself out when I really think about the throwing on both sides.

    sorry didn’t see someone else responded almost the exact same way, didn’t mean to double down on ya bud.

  • Probably the scorching summer bbq event, came with free cosmetics, and I really liked the look of the gens.

    on the forums? Back when not_queen used to comment a lot, she was super funny. I hope she’s doing well, she made me laugh a lot.

  • From a survivor perspective..bc they lost a bunch of points from not being able to save and chase, so they farmed you for boldness bc you were afk.

  • Imagine playing a high mobility killer and hook chasing, then wondering why he gets nerfed into oblivion when he’s wiping out most ppl at 5 gens up with this strat.

    and I hear ya just don’t save against billy just sacrifice the survivor and get into the 3 v1(bc that’s winnable) so it doesn’t snowball but a large majority of players are not 4 man on comms.

    It’s just sad to see ppl play him like that, bc like he’s high mobility and made for map pressure…

  • He’s seen a lot, and needs a bed to rest his weary soul for a bit is all.

  • Heavy is the head that wears the crown.

  • @Marc_go_solo said:

    Firstly, the build up is great! I'm enjoying this CreepyPasta theme and the way the chapter is being shaped. It makes me wish for a future chapter to use analogue horror as a set of teasers, like Greylock.

    As for the power, guessing by the teasers I'm going to have a punt the Killer has the ability to leap in various directions, able to cut off escape routes. Maybe also has a stealth ability that replaces the terror radius with survivor injured sounds, using the ability to lure people to it. This may not be the case, but just an assumption.

    As for the reception, there will always be people disappointed. Some may feel misled (even though there would be no concrete evidence to suppose they were). It would be natural that such a big build-up may lead to disappointment, even if it's a good Killer design.

    Regardless, I'm looking forward to next week and seeing what this Killer is like!

    Agreed

  • I don’t really have a build, it’s whatever I’m feeling like running but here’s my favorite perks to use and they’re almost always a mixture of some sort for synergy:

    bond(empathy also good) + alert

    self care + botany knowledge

    iron will + calm spirit

    exhaustion perk + lightweight


    Honorable mentions as standalones:

    plot twist(high risk high reward)

    prove thyself

    windows of opportunity

    distortion


    Shoutouts to:

    premonition that single handedly carried my stealth builds back in the day.

  • @Nos37 said:

    I haven't seen much of the new teasers, so I don't know what kind of killer it will be.

    I just hope it doesn't mislead players like The Legion did; making everyone think the killer can pretend to be a survivor to blend in for a surprise attack. SWF on comms would not allow such a killer to be viable.

    What I would hope for instead is a killer that copies other killer's powers breifly and cycles between them, changing form every 60 seconds (or changing form everytime a generator is completed, or after hooking a survivor and being out of line-of-sight of survivors). The downside would be "why play X, Y, or Z killer, when I can play this killer and be X, Y, AND Z instead?"

    If not survivor then why survivor sized in survivor like clothes? Ngl when legion first dropped I was confused if it was survivor or killer coming towards me. Sometimes on dark maps the pig will still confuse me.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650315#Comment_3650315

    Thats how serious i take those stats. Skill Merchant has the highest kill rate because she obviously is OP and not because everyone suicides on her. Nurse has among the lowest kill rate because she´s the strongest killer.

    Balance decisions based on those stats really frighten me.

    I mean they left the killer stats vague, so surely they can filter the data for killers based around skilled players performing at higher mmr; as they did for survivor. So I wouldn’t worry too much. Also depending on how well their data operations team functions and what tools they have(software application capabilities) can also sift(filter) around dcs and second stages on same hook compared to other killers. Consider the data and opt whether they would like to include it into their decision making.

    so I guess the question to ask is can they apply the same filter process to killers based off mmr(most likely) and balance around the top performance for said killer, and buff those with low performance on the high side as to maintain viability for the sake of variety, and nerf over performers, and can they filter hook stages or purposefully missing second stage checks on hook to look at things like SM through a clear lens, which would depend heavily on the application they use to sort data(idk if an application that complex exists, but would be super useful if someone with an advanced (masters and up) degree in programming could make it, bc something like that would be incredibly advanced to create due to searching for deeper variables).

  • @th3syst3m said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650120#Comment_3650120

    It's far less common, but include that also. If they're not including DC/bot matches they're not representing what players actually experience.

    I’ve been in matches where the bots perform better than the original person I was lobbied with.

  • @Tsulan said:

    Nurse buff when?

    *chuckles*

    SoonTM

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650046#Comment_3650046

    Yes sir, we need 75% killrate because then killers are 3king, only then. Otherweise, 3K outcome is impossible, since in our world, average does not exist. And a 3K is a win, and a 2K is a loss, even tho there are 5 possible outcomes of a match. A draw does not exist.

    Also, survivors can have a 25% escape rate, since 1 survivor is escaping which means the survivors won.

    Or not?

    I don’t count hatch as a win(that’s a mercy out bc the other side beat you so badly),It’s only a W if the gates get powered. Whether I die or not before leaving through them doesn’t matter. If the gates got powered and at least 1 person makes it through them that’s a win bc it took a team effort (in a 4v1) to get that far.

  • The bugs in this game know no bounds, they can be super frustrating but in hindsight always make me laugh. Do you remember the giant survivor bug where they’d just get really huge on the screen? Still makes me laugh to this day thinking about it.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649964#Comment_3649964

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650268#Comment_3650268

    Not to mention Binding of Kin and its patch (4.4.0) completely broke the game. Definitely one of the worst patches in the game's history.

    What happened?

  • I’d be cool with them adding some survivors from the dark anthropology series(until dawn, little hope, man of Medan, ect).

    the evil within was fun to play so wouldn’t mind that either.

    mostly I want more original content bc 1. More skins and 2. More skins.

    as far as originals I still want a wendigo and vampire killer in that roster.

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