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HolyDarky

HolyDarky

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HolyDarky
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  • True. This was my highlight of the developers stream. I am an Artist, Spirit, and Dredge main and when I saw their skins, I was so happy. There skins are so beautiful and creepy. They did a really good work

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/433637/new-achivments-getting-out-of-hand

    Changing the Achievements and Trophies is not an easy ask. Unless they become unattainable we're pretty much stuck with them once released.

    I know but then I wonder who at BHVR thought that these achievements are a good idea. I don't think this feedback will change the achievements but maybe the developers will think twice before they add (similar stupid) new ones to the game.

  • No it is not too strong. The main issue of totems still remain: Many totem spawns are just awful and disgusting. A totem can spawn right next to a generator, the survivor can spawn right next to your hex, spawn in the middle of the map, in shack and the survivor can easily cleanse it while you, the killer, chases a survivor. In addition, some killers like Ghost Face, Clown, Bubba, or Pig lack the mobility to defend important totems. I've played a couple matches with different hex totem builds and decent totem defenders like Artist, Dredge, or Onyro and it was still miserable sometimes. However, if totem spawns were better than I would agree and say "the buff makes it too strong - go back to 10%" but for the current state of totems, no the buff is more than welcome.

  • @Mandy said:

    Was it the same version of Badham, because there's 5 different ones, and map repeat prevention only prevents the same map being back to back, not a map of a different variant.

    oh okay. Yes, it was a different Badham version. I didn't know that. But this is kinda stupid because all five Badhams are basiclly the same while other realms like Autohaven or McMillen have actual different maps. If I can ask you, how does it look like with variantions like Ironworks of Miseray? are both coded as one map for the system or as two different maps?

    I'm not aware of how the system is coded but then maybe as a suggestion, that the map prevent system could get some tweaks and Badham gets coded as one map for the system - maybe you could bring that up.

  • Not really because they have nothing to lose. If they get lucky and get the map, they play until they make one tiny mistake and if they don't get the map, then they can give up on hook and try it next time. This is sadly the nature of some players and the developers support this by keeping map offerings as they are and not punishing give ups.

    This by the way no drama, I got this fifth times since this patch came out.

  • @Marc_123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846568#Comment_3846568

    Ok, i get these points.

    I don´t play so serious so i don´t care about the map.

    I only use offerings for challenges - the game is perfect for pallets and these hide in 10m radius ones. And Ormond for the drop while being chased.

    unfortunately, many survivors are not this way. They never send you to a neutral map (never see Tobalanding or Xeno's map, always Eyrie, Badham or a bugged map that gives them an advantage

  • Agree. In my opinion, this is rather a nerf than a buff because having a bigger terror radius means survivor will much more prerun.

    I really like your suggestion to buff this perk. This is kinda of a revers Undetectable. I think 20sec is too little but the idea is really cool and can be helpful on many killers.

  • @Marc_123 said:

    ?

    Why, you now will have probably enough to always play them.

    for some reasons:

    1. I rather wanna use BP Offerings because I have still over 1000 cakes on my Artist alone and not Sacrificial Ward just in the off chance that one of the survivors need a strong map. Same goes when I play survivor. I don't wanna use a Sacrifical Ward to prevent the killer or one of my teammates to send me to a stupid map
    2. It is a stupid solution that the player has to balance the game by using one specific offering. Random maps keep the game fairer while choosing the map makes the game unfair because you will have a natural advantage (knowing the map and have the build that fits the best on it).
    3. While some maps need a rework to become balance (Haddonfield, Badham, or Eyrie) it is impossible to make every map fair balanced for both sides and will also take ages until they are mostly balance.
    4. Otz law: This is not a meme - survivors who use a map offering and don't play 100% perfect, will dc or give up and ruin the game for everyone.
    5. Map offerings have toxticity because sending a killer to Eyrie, Badham, or a map that is bugged (when GoJ was bugged, players send me to this map just to abuse the bug) always leaves a bad taste on the otherside. Same goes when a killer sends you to a map like Stealth instadown Huntress or Nurse with aura reading on Midwich ect. Most of the map offering users want an easy game and are okay with giving the other side an unfun match.
  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846433#Comment_3846433

    Id prefer the removal of map offerings, but i take this over nothing.

    Yes, it is better than nothing but I am afraid that we are now very grateful and the developers think that this is enough and moving on instead of fixing the actual problem.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846410#Comment_3846410

    It does actually. It lowered the rarity, making them more accessible. This results in them being usable every match.

    This means, that fair map selection is now a lot more readily available. Great change!

    It is only a bandit fix. Still so stupid that the player has to balance the game by preventing that someone can choose the map to get an default advantage

  • It is a nice bandit fix but the developers need to look at map offerings and need to change/rework them because it is still stupid that one player has such a huge control over the match by choosing the map and the other players are forced to prevent this by their own.

  • Good ideas. The 20.000BP Prestige thing is just stupid and unnecessary.

    Holo Shell and Sealed Envelope and Escape Cake and Survivor Pudding are so strange. Both have the same rarity but the other one is 75% better. The developers should buff Holo Shell and Sealed Envelope to 100% in all categories and rework the Escape Cake and Survivor Pudding to 50% but for all players (mini BPS). This would encourage a better player spirit like no matter how the game ends at least you get a good amount of BP.

    Then, make one green BP Offering that gives you in every category +75% and rework two of them: one gives you extra Rift Fragment Points and the other one extra XP. Same for yellow and brown: make one BP Offering for all categories and then one for Rift and Player XP but slightly less than their better version. Every other green, yellow and brown BP Offering gets removed from the game. This way, it reduces the grind overall by having less useless Offerings in the bloodweb while the rift and XP Offerings are a good alternative for players that have unlocked ever BP related thing but want grind for rift or Shards.

  • @Mandy said:

    yeah it's not meant to be days I'm afraid, its meant to show the hours. :( sorry to be the bearer of bad news

    But sure, the road map for December has some space for another blood feast week as a (early) little Christmas present :3

  • There was no chance that this addon would make it to the live servers. The combination of this addon and STBFL would had turn her in old machine gun killer. completely OP and miserable to face. If this was the only thing players were excited for, I don't feel bad for them.

    Thus, I think she will find her fanbase. It is okay if a killer has a small fan base as long as this fan base is happy - Artist, Twins, and Singularity have a very low usage but their mains are happy

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845557#Comment_3845557

    well they doubled the exposed duration for now, so we'll see how it works out.

    i expect this perk to fall into irrelevancy for average timmy quite fast bc it takes game sense to use and not throw and most players lack that horribly

    A perk does not need a high usage to be overpowered or strong. Buckle Up + FTP had an average usage but was awful and miserable to face. STB will do the same but with the exception that killer can counter this by being even more obnoxious. Slugging will become even more better because this perk also punishes killer for hooking - over the past few month hooks became more and more weaker for the killer. So in the end, the matches will become miserable for both sides in some way: either for the survivors because killers will slug more (and Slugging is the most boring and unfun gameplay) or the Killer will play fair but gets punished by their own hooks (Shoulder The Burden to remove the weak link of the game in a good SWF; Bodyblocking with OTR or DS+UB; survivor sits for 100sec on the hook and survs can greed gens). The sad part is on top of that, SoloQ will suffer the most

  • This perk will do the same like MFT, Buckle Up + FTP, and old buffed BGP did - make the metagame miserable. The Perk is overwhelming strong against weaker killers and will make them even more miserable to play. It will also enforce the killer to proxy camp so they can avoid/punish a potential Shulder The Burden which will be miserable for both sides. The average killer will also even more tunnling and camping and use more slowdown. Then, the perk can even punish killers that play "fair". 40sec of exposed status effect is nothing because the survivor can take the hook state and then stealth out the time, so it is every low risk but high reward. Lastly, SWF can use this perk much better than SoloQ thanks to communication and preparing. It will also be a strong perk in SoloQ but far less common. In the end, SWF got a massive buff and the gab between them and SoloQ became even bigger.

    In my opinion, the perk should deactivate once the killer has three unique hooks because at that point no one needs this carry but I like your suggestion too that after the use, the user becomes broken.

    I really hope the developers will nerf this perk ASAP and not wait five or six month like they did with other unhealthy perks before.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845426#Comment_3845426

    ..

    again, the downside makes it so people dont feel like the only way to merely mitigate the guaranteed value from the perk is to camp as hard as they can. if anything, the timer should be closer to 40-50 seconds, because capitalizing on 20 seconds is very difficult, right now it's extremely forgiving.

    it gives killers that play more fair a chance to get a trade and threatens the unhooker in order to prevent them from staying under hook and getting a fast heal on the unhooked survivor if possible.

    In my opinion, the perk should deactivate once the killer has hooked three unique survivors because at that point the killer is not hard tunnling. The perk is healthy to deny hard tunnling but also really unhealthy because it forces the killer in an unhealthy playstyle and can punish them for even not tunnling.

  • @Huge_Bush said:

    Is the new Ormond map (that looks like the setting for The Thing) not releasing for this chapter?

    The new map will be released later and not on the 28th because it is not part of the chapter.

  • Tbf he has a bug in 2v8 that enables him to uncloak faster than he should which makes him much stronger. However, in my opinion he is one of the best 2v8 killers but mainly due to his good map mobility and to kick gens fast. 2v8 is also much more chaotic and overwhelming when it comes to infos and noises which helps an undetectable killer a lot to sneak up on survivors before they can react.

    However, I think he not too OP in this mode because he still has to deal with pallets and rebuilding pallets hurts him too despite being able to break them fast - similar to Billy.

    But I wish they would buff Wraith's basekit in the normal mode. Just make the uncloak and speed addons half basekit

  • For the first time, I feel no hype for the killer :/ I like her appearance and design and the power is cool but it does not catch me somehow.

    The marketing for this killer was also very cheap and low. They shadow dropped the PTB on a random Thursday because Tuesday was 2v8 start. It seems like the 2v8 was more important than a new chapter which is a little bit sad. We got no teasers for this killers. I remember the Unknown teaser week and that was peak marketing, I loved that. The marketing for license characters is not very special - only a teaser picture or trailer- but that is okay because these chapters speak for themselves. An original chapter cannot do this because there is no fan base to hype. What makes me sad too, is, that this is our only original chapter for this dbd year (Vecna, Dracula, Houndmaster, license in March and next anniversary will be fnaf) and it gets a treatment like this :/. The best I can hope for is that this killer gets some good buffs and her cosmetics will be looking good. Otherwise, she might get a little fan base and players only buy her for the perks, which is not horrible but just a bit sad.

  • The revealed status-effect is just a little help. The description of 2v8 explains when your aura is revealed - there is nothing more that could reveal your aura. So in theory the status-effect is not necessary because you know when the aura reveal happens but the developers added it because it is helpful in a rather chaotic mode. We don't need this in the main mode because this is less chaotic and with a bit of game sense and skill you can tell when a killer has an aura reading perk or not based on their behave. It is also not a help for SoloQ, so pls stop abusing the status of soloq for your own problems with gameplay elements.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843608#Comment_3843608

    We didn't because we wanted to compare the base kit of each.

    We'll keep it in mind but we've yet to see anyone pull that off in a live game.

    This is kinda what we've talked about with UndeddJester. We're not focused too much on it as there's a few other killers who can also do this (Dracula, Blight) but yes, out of the other killers who have insta downs Billy is the only one with constant map mobility with it.

    We still don't get why Billy is so liked and probably won't.

    I guess there are many different reasons why players love/like Billy. He is a rather simple killer but with a high skill ceiling (similar to Wesker easy to pick up but hard to master). You can pull off cool tricks with him that are worth for a tiktok or short, so he is a little social media star in the community (this might sound awkward but this is how social media works). He is an OG of the game which means he has some nostalgic. Also a free character with decent perks. He also got killed by the developers with the Overheat mechanic and this was a hot topic among the community, which made many people talk alot about billy, so he was nearly always present with his sad story and players felt bad for him. He is a killer with a chainsaw and players love these types of killers (many games, series, and movies have these type of killer and people love them because they are simple but scary). In addition to that, he has many skins that let him look cool, fearsome, or goofy (Milkman or the one with the pig). Players also love speedy killers because being fast is funny - players also love Blight and Wesker for that. Lastly, he is extremely lethal in chase which makes a chase even more exciting for many survivors. To make it simple: He is everything that Hag or Skull Merchant are not.

    This is my explanation why many players love him. However, it is okay to not like him. It's like: I am an Artist main and many players don't understand why I like her so much.

  • @Rulebreaker said:

    Disclaimer: This is not asking for nerfs. This is us asking about if our own views on Billy are fair or not to try and change our minds. We are aware we are biased against him and he takes some skill {even if we don't often if ever see it} which is why we're asking for other viewpoints. [{(Let's see if we're being irrational)}]

    The short version is that Billy has, at base kit, a spamable way to instant down survivors which doubles as mobility with no punishment for spamming it (infact it gets arguably better) as long as he doesn't hit something that's not a pallet, breakable wall, or survivor. Compared to other instant down killers, this seems BS to us.

    Each other killer has to "work for it" in some fashion (Oni needs blood and has a timer. Bubba, Meyers, and GF need to actually get there in a timely manner with the later 2 needing to stalk survivors to "prime" the instant down). Billy meanwhile has a slightly weaker version of Oni at all times right from the start.

    Billy:

    • A fair wind up
    • high mobility which doubles as lethality.
    • Spamable. There's no effective CD other than the wind up and short little animation at the end.
    • Nothing to really manage other than the bar for when you want to go and to not hit anything.
    • The only punishment is if Billy hits an object other than a pallet or survivor. Said recovery is 2.7.
    • Gets more speed via spamming the saw (good or not is irrelevant).
    • Can break pallets and walls faster with saw.
    • Has all the above from the start.

    Oni:

    • Can only instant down after injuring a survivor and or collecting blood after.
    • The instant down comes with optional high mobility.
    • Has a time limit for his power (effectively "fuel"). Can end enrage early by picking up a survivor but would need to recharge the time spent enraged. Effectively a variable CD on power.
    • Announces himself when enraged
    • Doesn't crash into objects during demon dash.
    • Has a wind up.
    • Spamable within the time limit. Short recovery on missed 1 shot hits (2 seconds).
    • Can technically hit multiple survivors.
    • Without full power, is effectively a m1 with slightly better tracking.
    • Can break pallets and walls faster while enraged. Otherwise has to break them normally.

    Bubba:

    • No true mobility.
    • High lethality when sawing. Can down multiple survivors in 1 go.
    • Has tokens. To saw for longer bubba has to manage the tokens to get maximum distance. With no tokens he can't saw at all.
    • Has a fair wind up.
    • If the saw hits an object that's not a breakable or player Tantrum begins. Tantrum has a variable time but the shortest is longer than either Billy or Oni (3-8 seconds depending on factors).
    • Is still lethal in tantrum but can barely move.
    • Can break pallets and walls faster with the saw.

    Meyers:

    • Has to build up to be able to 1 shot survivors.
    • Has a time limit on how long he can 1 shot. Can 1 shot multiple survivors during this time.
    • No mobility.
    • Has mild stealth [lower terror radius in t2] compared to the above but T3 announces itself when it's on and off.
    • Can "pocket" T3.
    • Has to break things normally
    • Can run out of stalk on survivors if he doesn't manage who he kills and when.

    GF:

    • No mobility.
    • Semi on demand stealth but can be kicked out of his power via his own actions or survivors.
    • Can only instant down via marking a survivor.
    • The exposed has a timer.
    • Has to break things normally.
    • Has a CD when kicked out of his power for any reason.
    • Can "pocket" stalk however hurting the survivor removes stalk from them this removing the "pocket" from them.

    Are we wrong somewhere here?

    is there a reason why you don't compare their addons?

    Maybe add that you can crouch tech Billy which can be sometimes helpful.

    I feel like the mobility part should get a little bit more attention because it is not only good map mobility (get better value from infos or patrolling gens better) but also catch up mobility. Sometimes you have to M1 (and they are not exposed) and the survivors get the speed boost or they use their exhaustion perk and you see how much distance they make. As a Billy, you can easily catch up on them with your chainsaw and even try to get the hit. As a GF, Oni without power (or not the ability to use it on this survivor), Bubba, or Myers it will hurt you a lot.

    Otherwise, I feel like the developers did a good job with bringing billy more in line with other killers. Thus, I don't think he is perfectly fine and balanced like Wesker, Oni, or Artist and still a bit too strong than it's good for the game. In my opinion, it would be cool if the developers could change Overdrive and make it hook based (or maybe when chainsaw downing a survivor but this could encourage billy to slug more). If you hook a survivor, you gain Overdrive for the next 30sec (or something like this or it is like main event and you can press a button to activate it for the next few seconds which gives an additional skill ceiling by using the right timing to trigger it) with the old Overdrive speed and advantages (maybe even nerf the turntime back to 0.75sec and keep the 1sec is Overdrive exclusive). This way, Billy has to work for a better power which is time limited. The current Overdrive happens on average rather rarely which is sad because this gives him an additional skill ceiling but the old version was a bit too much for free. Ghost Face and Myers need a (bigger) rework to become stronger and more fun to play/face while Bubba still needs some tweaks and little buffs to be more in line with other perfect killers. If we compare these killers, I feel like Oni is the best of them design-wise because he has a high skill ceiling, fair counterplay, a really strong power, and is fun to play as and against - overall the basekit is really good.

  • It's because the developers know there are some players that need an extra advantage by having a good map because otherwise they will have a difficult time. Survivors who use survivor-sided map offerings like Eyrie, Badham, or Ormond are bad players who need an advantage - otherwise they will even lose against a beginner Trapper or Freddy. Survivors who use map offerings for old maps either think they are comp players or want as much control as possible over the match. Both player types often run similar builds. And if it looks like they will lose the match despite the map offering, they will dc. Same goes for killer players but these ones use them not that much. It's actually really funny and intresting how similar players can be. Also intresting when it comes to which server uses which map offering and how often.

    In my opinion, map offerings should lower the chance for the realm instead of increasing it. This would make map offerings more balanced overall and would be the best solution for the game. The current map offerings are unhealthy for the game because nobody likes it when someone sends them to a map that is bad for their role. Some maps are also really boring to play on depending on the killer or survivor role and get send to these ones will make it even more worse.

    Some users say maps are the problem which is true some maps like Eyrie, Badham, The Game, Haddonfield, or Midwich are really bad for one side or boring and need more adjustments but: It is nearly impossible to make every map overall balance but also unique. There will always be a part of a map that either the survivors or specific killers can abuse really well which - as a result - makes the match unfunny when the other side is prepaird for it to play into that. It will also take a long, long, longe time to balance every map because the developers are also busy with new content, bug fixes, and other stuff that there is not much time to give old maps a quick and good fix. Their modern map design is much better than the old one (e.g. Toba Landing, Nostromo, Greenville, and the current PTB Map are overall balance and unique). However, sometimes the developers are not perfect and miss the point of good map design, which means the reworked map is still awful and they have to revisit it at a later date (e.g. Garden of Joy and Haddonfield missed this).

    Overall, the best that the developers can do is to rework map offerings and still rework problematic maps because doing both is a good quick and longterm solution for the playerbase to enjoy the game more.

  • No, the Houndmaster comes out next Thursday and with an awfully long qtimes due to an extend 2v8, it would be a terrible release for this killer and in general bad for the normal 1v4. In addition, it could also ruin the Holiday event.

  • If they enjoy the killers then let them have the fun and the bug is fixed so gameplay wise everything is fine.

    Also, this combination has no good mobility which hurts a lot in a game mode with big maps - makes it difficult to catch up, defend generators, and they can make less use of information. You can also loop them around a rock because 110% sucks. Survivors have many advantage against this combination.

  • @UndeddJester said:

    I am making threads to buff keys and make them better for hatch, and those changes I am proposing makes Left Behind a little obsolete.

    However regardless of whether or not those changes come to fruition, Left Behind could still use a buff, and with the big concern nowadays being slugging for the 4k, Left Behind can fill this role. I mentioned it in another thread, but I think the idea is worthy of its own thread.

    Left Behind

    You will get the job done... no matter the cost.

    Once you are the Last Survivor Standing, Left Behind activates:

    • If you are in the dying state you immediately heal 1 health state.
    • The auras of the hatch is revealed to you within 24/28/32 metres.

    "I'm not horse-shittin' around. I'm doing this alone!" — Bill Overbeck

    In praxis, this perk is neither good nor healthy. It is a selfish perk that encourages the player to be okay with let your teammates die and not to care too much about them. So you will see this perk only in SoloQ which already suffer from selfish players. In addition, it is also a rather specific situation because that type of slugging does not happen that often. UB provides much more utility and teamplay.

    I rather wish the developers would introduce a feature to solve the 4K slugging. Yes, from the killer POV a slug is the best play to win the game but the 4K bleed out and one survivor gets bleed out because the other one is hiding and the killer is looking for them is not healthy. In my option if all four survivors are in dying state they should get the "give up" option and when every survivors agrees, the match ends and the killer gets everything they would get by hooking or bleeding them out. When two survivors are left and there are still generators to repair, both survivors get the "give up" option and the one who clicks the button, will die automaticly so the other one can get the hatch. Meanwhile on the killerside, when two survivors are left and they still have to repair a generator but don't repair on one for 30seconds, one of them gets killer instinct to avoid a hostage situation for the killer. A bit offtopic but I rather wish something like this that is basekit, healthy, helps both sides to avoid unfunny situations, and does not hurt SoloQ - in fact - helps them.

  • @AhoyWolf said:

    I think it’s time to add more Chests by default into the Trials. The default 3 just doesn’t feel like enough. There are 4 Survivors, but one of them often gets left without an item, which feels a bit unfair. I think the default amount of Chests should be increased to 5!

    With 5 Chests, every Survivor could grab an item, plus there’d be one extra to fight over!

    But if you feel really generous, you could increase this number even further! Having 7 Chests in the Trials would feel great! No more fighting over Chests, everybody gets an item and you have a few more for spare!

    But if you had 7 Chests in the Trials by default, Shiny Coin Offering would need to be removed from the game. Or maybe even better, without removing Shiny Coin, one could increase the amount of Chests in the Trial by 1 (Shiny Coin), the other could increase the odds of finding better items in Chests (Tarnished Coin)! Or maybe something else!

    What do you think?

    Agree. We get more and more new chest-perks while the older ones get buff next patch. So it would be fair to add more chests to the trail by default. Make 7 chests default. However, when they add more chests to the game, they also need to fix the killer item spawns (Sadako's TVs, Xenomorph's Controllstations, Plague's Pools of Devotion). These killeritem should always have the better spawn next to a generator or to the middle of the map.

    Shiny Coins should get a rework because nobody uses them if they don't do an archive or something similar. A good rework could instead of adding more chests, they increase your rift-fragment-points that you get at the end of every match.

  • I rather wish the developers would give Syringes a hole rework but I highly doubt they will ever do this (like with this addon you no longer lose progress due to Haemorrhage when healing yourself), so your suggestion might be the best middle way. The current version is so stupid strong. Being able to heal midchase because 24sec is easy manageable and also being better/easier to use than many other perks is so stupid. Also outside of chase don't spend 24 or 16sec for healing and sit on gens is huge.

    Blood Amber is such a funny Addon. We live in a metagame where different players call every aura perk on the killerside wallhacks, skill issues ect but at the same time survivors have this addon that is basiclly uncountable wallhacks with which you can look like a cheater. I like to use this addon too when I play survivor because you drive some killers really insane when every mindgame they do don't work and you win every 50/50. Many aura reading tools on the survivorside are really strong chase tools but this one is so insane because neither you nor the killer need to do anything (drop or break pallet).

    Toolboxes need a general rework but especially this toolbox because it is way too strong. 20 charges is fine.

    I like the idea for broken key and could get slightly more range because it will only help SoloQ, especially for these players that want information but don't have the perk space.

  • It would be so great if the developers could add that. We can do all of the emblem archives - it is just the pip that is deactivated, which means it shouldn't be too complicated to activate them.

    I also wish they would enable BP Offerings for the game mode :/

  • @tjt85 said:

    I think they have to implement a queue system where everyone picks their preferred Killer and Survivor roles, then the Entity randomly assigns the Killer roles to 2 of the 10 players queuing.

    I know that means the chance of actually being Killer in a trial will be lower, but it's really the only way I can see the queue times coming down at all. If they can't solve the queue times, I don't think there's much of a future for the mode and it definitely couldn't become permanent.

    Then the ones who wanted to play killer but become survivor will run to the killers, get hooked, then run again to them, and give up - or dc immediately. Unfortunately, this is a situation that will happen because many players give up for the slightest reasons. I like your idea but it will fail due to these players :/

  • @tuttoinunavolta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840013#Comment_3840013

    It's a figure of speech, you can use "I promise" in a figurative way and have it mean "I bet", "I'm sure" in informal English. This is kind of a silly comment tbh, would you have asked me how much money I was planning to spend had I used "I bet" instead?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840020#Comment_3840020

    Oh absolutely, I know it won't straight out solve the problem for the same reason you stated. I do think it would considerably improve them though, and that's better than nothing

    I mean, I would take it because I am a killer main but I cannot wait 15 - 20minutes just for one game. Therefore, I play 95% survivor in 2v8 and do all of these archives from the older rifts and chill with friends. Many killers I face struggle really hard (either they are bad, the survivors are better, or the survivor powers are overwhelming) but they still play killer because they have fun.

  • This won't solve the issue of 15 - 25 minutes Killer qtimes. In the first 2v8 survivors had a +400% BP bonus. Now, the developers improved the classes for survivors and gave them many nice extras, enabled pallet and falshlight rescues, and made the game mode stronger for survivors but the qtime for killer is still very long. The reason is that 2v8 provides the special extra of playing with your friend as a killer and do nasty combis (Deathslinger for double tap or be creative with the new classes) that you otherwise cannot do in the normal 1v4. Survivor is still the same (do gens, unhook, heal, loop ect.). The developers can give the survivors a basekit of like 20.000BP and increase the BP bonus to +1000% but the killer qtime will still be awfully long because players prefer fun over this.

  • @GentlemanFridge said:

    https://us.v-cdn.net/6030815/uploads/2FGHGUFBJJAT/image.png

    They seem to have this iteration associated with the Cozy Break collection. With new outfits for Spirit, Legion, and the Lyra siblings. No time limit, though.

    These three are limited-time, however. Two Badges, and one Banner.

    Whoever designed the crow badge, give this person an award, Grammy, Oscar, or whatever! They deserve it!

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839241#Comment_3839241

    Understandable but still kinda sucks. At least was hoping they would bring back the ones form last time so people who didn’t get them all could get another chance

    Year, it is kinda sad because I like the idea of the cosmetics. I would love to see one for Spirit and Blight. Maybe next time.

    The 2v8 cosmetics for the original 2v8 characters are available in the shop. They are not time limited. They are surprisingly green/rare ones.

  • I guess they had not the time to create new cosmetics for the new killers and survivors. The developers told us that the 2v8 will comeback next year but then changed their plans and it is now happening again due to the overwhelming postive feedback. Therefore, I guess they changed their plans and priorities a better gameplay experience over new cosmetics. Could also be the case that they had no employees available to create new 2v8 cosmetics because they are still busy with the upcoming Holiday cosmetics, community cosmetics, new collections, and much more.

  • Artist is not a weak killer. She is one of the strongest killers in the game. She has a low kill rate because on each server there are only five Artist mains. She is really difficult to pick up and learn which means newer players will often have one or zero kills which results in this low kill rate because there are more players who give her a try (or do a daily with her) and much more less Artist mains. All she needs are some tiny QoL changes and some Addons need a rework/tweak but otherwise she is in a really good spot in my opinion, besides Oni, Plague, and Wesker one of the most balanced killer in the game.

    Pyramid Head needs a longer range basekit, an Addon rework, and needs to be smoother when using power.

    Ghost Face needs more buffs and a little rework because even when the developers make Philly basekit, he will still be one of the weakest killers in the game. He also gets Philly half basekit next Patch.

    Trickster gets a rework soon accroding to the developers - well they rework him back to his original.

    After the PTB, Demogorgon will have a good basekit. However, he needs an Addon rework because many of his Addons are so boring and useless - he has three Addons that makes him longer Undetectable either +1, +3, or + seconds. His Addons should more focus on his shred because this is the fun part - not the portals.

    Trapper needs a hole rework

    Clown: He is tricky to buff because you can overbuff him. I am also not very familiar with Clown, so it's difficult for me to say what he really needs to feel stronger but not unhealthy or unfun for the survivor side.

  • @Leonardo1ita said:

    • First: what does, in the Enforcer class, "they are marked" mean?? No killer can "mark" survivors expect Ghostface!
    • In the Fearmonger class, what does "While unseen" mean? What are the conditions to be "unseen" from survivors? Does Wraith count in that, while standing completely still, in a way that survivors cannot possibly know or see, without hearing him or touching him, that he's there?

    when your teammate injuries a survivor, this one will give your teammate a 60% longer lunge for the next 15seconds if you can down this survivor. This means "they are marked". If you down any other survivor, your teammate won't get a longer lunge attack. Only from the marked survivor. It is basical like an Obsession perk (Furity Chase, Dark Devoution ect.), you will get a big reward for downing this survivor. It encourage more teamplay and staying together.

    I guess "unseen" means, unseen by your teammate because you have to be 16meters or more far away from your teammate, so it would make sense. Helpful in situations where you and your teammate splits up.

  • @Mandy said:

    Okay, I edited the Developer Update to reflect the correct numbers, it should be:

    5% per gen completed and 2.5% for each cage state. Sorry about that.

    that sounds much better. Thank you very much for letting us know!

    I'm really looking forward to this feature because it looks like this will make matches more intresting and not be like "okay the match is over, now we only do our best to get more BP, gg"

  • The shadow drop was a bad surprise :/

    I loved the teaser week the developers did for the Unknwon. That was very peak and great. I loved to read the stories and to watch the video material. I felt the love and details they spent in these teasers. Really great and cool.

    The shadow drop for this killer feels bad. It feels like the developers don't care too much about this killer and they created her to have something to release this month - you know. I really hope they will don't do this again and do better marketing like they did for Unknown and Alien because this marketing was awfully bad and feels so unloved.

  • Others have already made the same suggestion. It would be a healthy buff for Bite the Bullet because it only protects you and your teammate in your weakest moment and you are not completly immun and invisible like with old Distortion. Also helpful for SoloQ and for more perk variety. There is no downside by giving the perk this buff.

  • No, map offerings are already a problem in the game and a pre match map voting would make this problem even worse, especially on the survivor side because now they can chose the map and use either luck offering or offerings to increase the hook distance. There is also the chance that players will dc or give up on hook when their map was not selected.

    In my opinion, there should be no option to chose the map or to increase the chance to get to a specific map. Instead, it should be based on RNG and then add a map repeat prevention to make sure a player does not see the same realm three times in a row.

  • Scourge Hook: Pain Resonance is a fine perk and does not a rework. It helps many killers to get passive regression and no longer work with tunnling.

    Your suggestion could be a new perk or a rework idea for Hangman's Trick. It sounds good. Reminds me of the anniversary ability for killers or of the quick caging in the first 2v8 event. Helpful to save time and can be paired with other Scourge Hook perks.

  • If the developers do what they usually do, they will release the dev update on Thursday (or Friday because the Lara Croft-Update came out on Friday instead of Thursday) because the PTB should start on Tuesday the 12th. They also haven't release the roadmap for this month.

    There is a chance that they will change something because the PTB and 2v8 goes live on the same day which is a bit bad for both. Maybe they delay the PTB or the 2v8 mode to next week Thursday or something.

  • @AhoyWolf said:

    I really cannot wait for the Killer and Perk changes, please give us a sign!

    I guess we have to wait until either Thursday or Friday because that their usual dev update day.

  • @jesterkind said:

    Recent discussion has me thinking about killer aura perks, specifically two that I believe are overtuned and two that I believe are undertuned. We'll start with the two I think need nerfs, and what I think those nerfs could realistically be.

    Weave Attunement.

    Nobody's surprised to see this one take top billing, it's obviously overtuned and we already know it's getting changes. I propose the following:

    • Aura read activation and range remain the same as they are now,
    • The Oblivious effect is completely removed from the perk,
    • Survivors see the aura of dropped items revealing them within a certain distance.

    The idea here is that the counterplay becomes more obvious at the cost of survivors needing to run a little bit into the area of effect to get the benefit, and survivors are no longer actually punished for engaging with the counterplay. The Franklin's + Weave synergy would now be about gaining wallhacks in that chase, and after that point any survivor could stumble across the item and pick it up.

    This change doesn't affect the fact that Weave is kind of bad on its own and needs synergies, but I legitimately don't know how to address that, so my goal is just to make it less potent in its synergies. It'd still be a damn good perk, just not as busted as it currently is.

    Nowhere To Hide.

    This one, too, probably isn't that surprising. Nowhere To Hide is more overtuned because of how it functions on stronger or more mobile killers, which can be kind of obnoxious to face- especially since it makes it harder to play around even when you know it's in play. I propose the following:

    • The perk's range is no longer centred on the killer, but rather on the generator, and does not move.

    The idea here is simple. The perk should function the same on all killers, or at least shouldn't become way more of a map radar on more mobile killers. I could see something like the range being increased to compensate, but honestly, the range is already pretty huge considering what kind of perk it is, so I think it doesn't necessarily need a compensation buff.

    Now, on to the buffs!

    BBQ and Chili.

    Now, don't freak out, I know this perk is already quite good and one of the few aura perks to actually crack into the top ten most popular perks on the killer side. I don't actually want to raise this perk's power level that much, but I think there's an open design space to partially bring back an old feature that people liked. This is what I propose:

    • Each time you hook a survivor for the first time, you gain a token. Each token reduces the perk's 'deadzone' where it cannot read auras by 2 metres, capping out at a range of 32 metres where the killer can't read auras after a hook.

    This one's simple enough too. I liked BBQ's old stacks, and I agree that the bloodpoint bonus would be inappropriate to bring back, so I want to see it make the perk very slightly better. I just liked the stacks, man…

    Alien Instinct.

    This perk is a really interesting one, but I can't help but to feel that it's a little internally self-defeating. You reveal someone vulnerable, but you also give them a head's up that they're being targeted, which kind of cancels itself out. Here's what I propose:

    • After getting a hook, all injured survivors are inflicted with Oblivious for 20 seconds
    • The furthest injured survivor from you also has their aura revealed for 5 seconds

    The idea with this one is to add a degree of uncertainty to each proc of Alien Instinct - a survivor may know they're Oblivious, but how far are they from the hook? Is anyone further away? Unless they're on comms with pretty on-point spatial awareness from everyone, they aren't going to know whether their aura has been revealed, giving the killer the edge to maybe surprise someone.

    That's it, that's my ideas for some tweaks to some aura perks. What do you think?

    Overall I agree with it. The aura duration for Alien Instinct could be increased to 10 seconds because the survivor knows when the perk is in play and the killer has to walk across the map. The buff to BBQ is fine even though this perk does not need a buff since it is already a good and healthy perk.

    I can't believe that NWTH is still around the killer and not the generator when back then the developers reworked Ultimate Weapon basically twice with the explanation it is around the locker so high mobility killers don't have an extra advantage with this perk. The perk itself is good and healthy for the metagame but the based around the killer feels bad.

  • @Marc_123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831610#Comment_3831610

    Aura blocking to Bite the bullet is not a bad idea.

    I get your unhealthy opinion. But only because some people think it should all be chase hiding is not unhealthy for the game. This is one thing that made the game popular.

    Also just variety in what you can do.

    They used to really think of good perks and synergy back then but today it is variations and strange perks because they have to invent so much of them that they ran out of ideas.

    In reality we have more than enough perks and you could simply stop with new ones and it would be ok.

    Best thing would be to delete a lot of them but that will of course never happen.

    Aura reading just feels cheap in some situations and it is getting worse.

    I'm okay when the game has stealth and hinding elements and the developers provide a huge amount of perks so the players can play this playstyle. It is just the line between healthy and unhealthy/good and bad stealth for both sides. If the survivors hide forever and nothing happens, this is just miserable and boring for the killer. This was also the reason why the developers did some changes on the stealth part of dbd because at some point it was just extremly boring and annyoing (too much) - of cause this might be funny on the survivor side but we have to keep in mind that we need both sides to play the game which means both sides should have fun. This part also counts for other situations. In addition, it is also not good when one teammate hides forever while their teammates are dying, this is just miserable for SoloQ. In my opinion, the developers do a good job by preventing situations like these. However, this is something where everyone can have a different opinion and we automatically disagree to some degree.

    Year agree, the developers should rather rework or buff bad perks instead of introducing new perks because new perks will always have the potencial of either being bad or unhealthy. Some new perks like Finesse or Unforseen are really cool but they could have reworked Cut Loose and Territorial Imperative into these effects. But I guess they will never stop with introducing new perks because this is an extra reason for players to buy the characters. Not every perk has to be super S+ tier but at least every perk should have a useful niche.

    I can understand when someone says Weave Attument is a stupid perk or rat poison is a stupid Addon on Chucky, or Blood Amber is a stupid survivor Addon because I agree on this and already made my statement in forum topics about these two (I agree with some situations feel cheap). But I disagree when someone makes the statement of aura reading is in general bad for the game because it is not - the design can be bad but not the idea behind it or to make them useless. I can also understand when someone wants aura protection - which is why I suggested to give other perks a little aura blocking part instead of having unhealthy clutch perks - but it should be a healthy and not a clutch one. This was the issue of old Distortion that it was able to counter the usual aura perks on the killersides which created the issue that killer used less aura perks for more slowdown and began to tunnel more due to the missing new targets. Meanwhile, many Distortion users were not helpful teammates in terms of helping (taking chase instead of sitting on gens or spreading hooks instead of hiding).

    @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831610#Comment_3831610

    Because it covers different scenarios, which is the point of variety.

    You can always crunch the numbers and declare one of them 'technically superior' and drain all the fun out of the game if you want.

    But there's a difference between 80 seconds of aura blocking and permanently blocking auras in a certain situation.

    What exactly is 'unhealthy' about situational aura blocking after you've given up 2 hook states?

    What exactly is 'unhealthy' about situational aura blocking after you've given up 2 hook states?

    No, I didn't mean your suggestion is unhealthy - My second paragraph was more about my own general opinion on the topic "aura blocking" and not your suggestion. There was just the question for me why you should use this suggested perk over OtR but with your explanation I'm okay with it.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831536#Comment_3831536

    How about making a perk as a foil to Sole Survivor? Rather than charging with sacrificed team mates, it charges based on your own hooks.

    • After your first hook, your aura can't be seen while healing.
    • After your second hook, your aura can't be seen while healing or repairing a generator.

    With Distortion (rightfully) nerfed, it would be good to have more variety in aura blocking.

    But why should you use this perk (I think it is a super quick suggestion from you, so it might be not perfect which is okay) over Of The Record? OtR hides your aura for 80sec even when healing or working on a generator which is a super long time for a dbd match and still protects you against tunnling and gives you stealth by reducing your grunt of pain to zero.

    My point is that if the developers ever introduce new aura blocking perks or buff other perks with an aura blocking effect, it should be a healthy one and not an unhealthy one just because some players are a bit sensitive when it comes to aura perks. I also suggest that Bite the Bullet could get the aura blocking effect to become more popular but also healthy since it only protects you and your teammates in your weakest moment and this good and fair. I'm not against a rightful amount of healthy aura blocking perks but I'm against unhealthy aura perks that hurt the game and the already - sometimes difficult to play - SoloQ.

  • @Marc_123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831539#Comment_3831539

    No. In my opinion all the aura reading is bad for the game.

    Also i like the stealth part of the game like the old days. You should not be forced to take chase.

    If you are good at hiding you can hide.

    Not get found just bacause of wallhacks.

    Then it is more of a you problem but not a game problem if you don't like them in general and call them wallhacks to give them a bad touch. Also the game has a huge variety of stealth perks that can be used to lose the killer in chase or to play sneaky. Distortion is not the only perk - Lucky Break, Shadow Step, to some degree OTR, Dance with Me, Lightweight, Q&Q, and much more. You can use these perks if you want to hide.

  • @Marc_123 said:

    Gens are needed for progression. So it is a little bit different here.

    Also the Distortion nerf is awful. It would have been better if they tied it to gen repairing.

    Sooner or later we will need new anti aura perks.

    Then the dead-on-hook survivors can work on generators while the zero-hook survivors can be chased - the killer cannot chase every survivor just because they have an aura perk. The intention of aura perks is healthy for the game because aura perks encourage the killer to go for different survivors which means no camping or tunnling. This is also the intension of the new Distortion that you are save for the first time and then take the attention of the killer to protect your teammates and then you have two tokens and everything is alright until you need to take chase again. I also already explained why the developers don't want that Distortion works with gen repair.

    Your suggestion is unhealthy for the metagame for the reason I've already explained.

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