HolyDarky
HolyDarky
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- HolyDarky
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@Mandy said:
You have no idea the joy that changing that to "fixed" on this bug report, has given me!
In Germany we say "lob den Tag nicht vor dem Abend" (Don't praise the day before the evening".
Spirit's Husk makes no sounds now - she is fixed and feels like it is supposed to be. However, the Tomie cosmetic is still bugged: When phase walking, you hear Tomie's breathing sounds. But my question is: According to me, this is a bug because it does not work like the other cosmetic but is it really a bug or is there the possibility that this is intended for some crazy reasons since two patches ago, you mentioned changes on the tomie skin.
Here a video from hens: https://x.com/HensDBD/status/1889731281111437609?t=UkzuKBR2aheDoG3D7tEvTA&s=19
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I had +200% BP on survivor but maaaan, BP Offerings would be so much better or at least +400% BP. Otherwise, it feels so slow to get BP in this gamemode and gives less reasons to play survivor. Also really sad that we still cannot gain pips when playing 2v8
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@WolfePhD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882172#Comment_3882172
I respectfully disagree. There is no harm in writing posts and sharing ideas on the forums. A good idea now can be executed later. We can comfortably assume that the developers will create 2 new maps every year. Based on the DBD community's vibes, one general community theme at the moment has been to add new maps to existing realms, instead of adding new realms like before. A fair number of realms only have one map — and we can naturally assume the developers will eventually target the Forsaken Boneyard—not because of community feedback—but simply because there is only one map and they are now expanding all realms.
With that said, I really hope the developers do something about Eyrie of Crows lighting. It is TOO BRIGHT. When I first started playing Dead by Daylight, I used to complain that the game was too dark for me to see anything. Now the game is bright and happy. It really would not hurt the developers to add a small warm color filter to Eyrie of Crows similar to how Night Light on Windows 10 works.
There is also no harm to disagree with an idea or suggestion. The issue with Eyrie is not fixed by adding a new map that is balanced or slightly killersided. It's like nerfing Perks because Nurse is too strong - you don't fix the actual problem. This is a mistake the devs are already repeatedly doing and this creates more problems than solutions.
Adding new maps to the game also results into the issue that new players will have even more to learn and get overwhelmed by the amount of things to learn - a problem some players are worried about with the FNAF chapter being around the corner. New maps also have the risk of being unbalanced and create more issues like the Vecna maps. Instead, the developers should rather focus on the current maps, rework and tweak them and then they can introduce new maps. Getting new content is cool but it comes at the cost of delaying solutions for current problems.
A solution for the brightness of the map could be ingame filters or the option to make the game brighter or darker. There are also people who struggle with the darkness of the Borgo, McMillen, and Azarov realms. Many games have these options as there are many players that need this accessibility either because they cannot see well or they play on console/with sun light in the room.
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It misses the point. I guess, you mean Nurse is too strong and to make her more balanced, she should only play on bad maps for her. This is wrong. Instead, the developers should rework/nerf her in the right ways to make her more like an A-tier killer. This would be fair. Otherwise, weaker killers should only play on strong killer maps. Yes, this would make them stronger but for the wrong reasons. Weaker killers should get some tweaks and buffs to make them stronger. In the same way, maps should be more in line and closer to be balance and fair for both sides - rework the extreme survivor and killer maps like Eyrie, Haddonfield, or Badham. That would be the best way to make the game overall more healthy.
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No. The last thing we need are more maps. Instead of adding a new map to the Forsaken Boneyard, the developers should rework Eyrie into a more fair balanced mapas this would help a lot more than a new map (with better lighting).
They should also rework map offering (decreasing the chance) since the current versions are so unhealthy, unfun, and disgusting for the game and for the playerbase.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881451#Comment_3881451
it seems like in 2vs8, they were changing wesker add-on's where they accidentally changed the add-on without any announcement. Wesker changes in the near future?
But you cannot use addons in 2v8. Usually they buff their basepower by making some addons basekit. I mean, I wouldn't be surprised by giving him something basekit in 2v8 causes the bug for this addons. I also wouldn't mind some Wesker buffs in the future but this buffs seems really wrong.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/438165/ormond-mine-map-offering
Or just... remove 2 of the Ormond Resort variants to make it more common.
I have not seen the map since the Houndmaster PTB.
I think it works more like 50% Ormond Lake Mine and 50% Mount Ormond resort. If the game decides for Mount Ormond Resort, every variant of it has a 33%. So it is not a 25%/25%/25%/25% when a map offering is used.
@topic I really love the new Ormond map (unique and fair balanced map) and it is so sad it is not very common and every time I get the Ormond Resort, I get a little bit sad but the last thing we need are more map offerings. In fact, I really hope the devs rework or removes them to make the game healthier and better.
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No, it is a bug.
Once players are aware of a bug that gives them an unfair advantage, they gonna abuse the hell out of it. Was the same when Potencial Energy +one specific toolbox gave you infinite Toolbox or when Sloppy was bugged even M2 killer ran it to name two other examples.
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@SelectDevotee68 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881091#Comment_3881091
I'm pretty sure you can pip in 2v8.
No, theblast three times it was not possible to pip in 2v8. Both sides are able to pip in the modifier and normal mode but not in the 2v8. Really hope they will change this with the change to let us use BP Offerings.
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This is a really cool idea!
I feel like this addon does not need a drawback like Hag has since you cannot put Hallucinations like Hag traps to really bodyblock someone. Therefore, it needs no drawback and can have another positive effect like the Undetectable, which sounds really cool.
I really hope the developers will give Unknown a real QoL Tweak (the last one was more of a nerf) in which they also update some of his addons and rework the useless ones into funny ones.
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@OnryosTapeRentals said:
Well that's it. I was never a big fan of 2v8 to begin with but this is the straw that broke the camels back. Absolutely will not be playing this.
Instead of trying to, you know, make the gamemode actually fun for both sides they've just went ahead and replaced 2/8 survivors with robots. It would be comical if it weren't so sad how much they've clearly given up on solo surivors.
What is your suggestion how the devs can make the survivor role more fun?
I feel like it is really difficult to make the survivor role more fun without overwhelming the players with complex things. I'm not a fan of adding bots to 2v8 since sometimes they work really poorly and both sides can suffer from it but, on the other hand, 10 - 20 minutes qtimes feels awful.
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@Glaive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880904#Comment_3880904
https://us.v-cdn.net/6030815/uploads/E7XTNRNIELK3/img-3393.jpeg
We did though, we got a dragon figure and a coin
oh, then I'm sorry. I was checking the dbd wiki and must overlooked it. The lunar year will end on February 12, maybe then we will get the charm?
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Last year, was the year of the Dragon and we didn't received a Dragon charm but a Dragon Badge. Therefore, I guess we will not get a Snake charm for the year of the snake. There is also no snake charm in the game files besides the one from the current rift. So, I guess the Snake Bagde from the little Lunar milestone thing and the ones from the rift are the only ones we will get.
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@Mandy said:
Hey all, we're doing some investigating into this - as all is showing as working as intended on our end. What will help us in investigating this is if you can advise what time and region you felt that you should have have received a matchmaking incentive plus your Cloud ID's. The time and region is important as it means we can check that match, check how many people were in the queue at that time etc.
So if you could Private Message the following information to @JocelynAwakens that would be fantastic.
1. Cloud ID2. Time match started
3. What MM Incentive was available to you at that time
4. Were you playing Survivor or Killer
5. What location are you based at - I don't need the actual city here, but if you're in a large region with more than one Server, please state what area, so if you're in the USA, what State you're in for example.
With this information we can investigate the individual matches and see if the MM Incentive was correct at the time.
Thank you for your help.
Mandy
Thank you very much that you, the team, will investigate this and check what is going on.
But since you said that everything works fine on your side, if there is nothing wrong with the system, isn't possible to give both sides +50% BP default for both sides and more when one side has not many players?
You already reduced the BP costs on both sides and it seems like every month we either get a Blood Hunt or Blood Fest Week which is really nice. However, leveling up still takes so much time (and every three month we get at least two new character), especially once you run out of BPS or cakes. Many players loved the +75%/+100% BP on one side for the reason that it made the leveling faster. In addition, you also removed the BP bonus on perks like BBQ for the reason that we now have the BP bonus - which is not very low or not happening.
Maybe you could discuss this with the team to see if +50% default could be given to both sides if the BP MM Incentives works as intended
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@SoGo said:
How many releases do we have between now and the FNAF chapter?
Next month is a killer only chapter and then the next midchapter (which will release early May) which will include a new survivor. So one chapter and one midchapter before the anniversary chapter comes out which will be FNAF.
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Yes. The BP bonus feels so weird for such a long time. Most of the time it is either +25% for one side or nothing for both sides. In rare cases I have +50% but only for like 30 minutes and then nothing. The weird part is still that survivors have the BP bonus even though it take me five minutes to find a lobby while killer is always instant.
It is so frustating and annoying to not have the old times when we had +100% even though nothing has changed.
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@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880433#Comment_3880433
I can understand that, but with me I look at all of us as one and we should all be united and love and respect each other no matter where we come from.
Unfortunately, some people don't have this mindset. There are already players out there who harass other players just because they have a LGBTQ+ Flag - there are also some streamers who do this (so disgusting). If the developers introduce country flags, people will harass other players just for their nation while other players will act nationalic. Also, many players play a video game like this to have fun and escape some big world problems for a few hours. If they would see a country flag, they would also be reminded of world problems.
I can understand that some players want their country flag for fun and without bad intentions but the risk is way too high. There was also a time when players could earn a special Mask made of either Meg, Claudette, Jake, or Dwight for Letherface. It was a funny and cool idea but many players abused Claudette's mask and did blackfacing. Some people are just pathetic.
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I would rather say she is difficult to implement into the gamemode: She is a setup killer that needs time to setup her traps and then harass survivors with them. However, in this gamemode you don't have the time due to the lack of gen defense and the fact that this gamemode is rather fast and quick than slow. You wouldn't be able to setup enough traps since eight survivors can permanently trigger your traps or two of them could harass you while setting them up. Lastly, Hag is a really difficult killer because you don't play her like a chase killer- you are a setup killer who also defends an area. Sure the developers could make her a 4.6 killer but her traps would still suck and clumsy to use in this gamemode.
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@JawsIsTheNextKiller said:
I really like that we have map variants, what I would really like is for them to add variants that favour the opposite side. So we get current Haddonfield AND one of the older ones, current Eyrie plus another smaller one that favours killer.
Then if someone plays an offering they don't know if it will benefit them or not.
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877356#Comment_3877356
Honestly, my dream would be a killer sided map in the Forsaken Boneyard realm that would stop all the toxic people from sending me there.
No, I rather wanna have one fair balanced map instead of one killer- and survivor-sided map because it is just unfun and means little when you play/win on a map that favours your side. Winning on Eyrie as a survivor means nothing because you get carried by the map. Same goes for killers and their best maps.
The developers should focus on reworking the existing maps into fair balanced maps for both sides so you can fun and prove your skills.
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@dbd900bach said:
So Behavior has announced this years lunar new year event and the face of the event this time around is Skull Merchant, at least the promotional art released. Don't get me wrong, the skin does look amazing and the art will always look amazing. Its one of the few things Behavior consistently gets right. However...
Why Skull Merchant?
I know nothing about the art process or how skins are selected to be put into the game, but why gi with a killer that most people don't like? Furthermore, was purposely nerfed into oblivion for the sole sake of making her so weak that she can no longer be an issue?
Okay, maybe I'm just being a downer all on my lonesome, but am I wrong about this?
I guess you have to change your view of the question. You should not ask why a hated character gets so many cosmetics but rather what players love about this character to buy skins for her. Trickster has a similar phenomenon: Many survivor players don't like/enjoy him but he still gets many cosmetics for the store and is often featured in rifts and special events (was featured in the Mystic tome and Haunted By Daylight). Skull Merchant has a very feminin design with a femme fatal touch. On top of it, her look and lore makes her rude, dominance, and strong. Players love these type of characters and the average player does not care so much about strength and weaknesses - they want to play their beloved character. Trickster is the male version of this stereotype and people love it design wise. Then, both killers also have a very human like design and alongside the mentioned appearance, you have so many opportunities for cosmetics. Dredge has a similar thing: He is a very unique monster in dbd and you can create cosmetics that you couldn't create for other killers. Therefore, he also gets a lot of cosmetics even though he has not the highest pickrate or is the strongest killer in the game.
I like her lunar outfit and it is cool to see her with long hair but I won't buy the skin until I know how her rework will look like. It also makes me a little bit sad that the new Lunar 2025 collection is just this one cosmetic. Would be cool to have more since it is a special event and back then we had more Lunar cosmetic releases. Hopefully, the new Blood Moon Collection will have a lot of different characters.
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@Reinami said:
Just got out of a game where literally every single tile that spawned a filler tile was a pallet. I counted and there were nearly 30 pallets on the map, not even joking.
Many maps have a fix system how much and how it can spawn but McMillen, Autohaven, and Coldwind are currently broken when it comes to their RNG. On McMillen and Autohaven you can get many strong tiles and fillers than usual. There is also the chance that you can get less than usual. On Coldwind, you can get only the new coldwind exclusive tiles which should not happen - iirc it should be one of the new tile.
Idk if 30 pallets is possible. The usual amount is between 11 to 16 but the issue can give you more pallets or less than between 11 to 16.
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I really hope we can finally use BP Offerings and the BP Bonus for survivors will be like the first time (+400%) and not 50% like the last time because during this time, I rather play survivor since I don't wanna wait 15 - 20 minutes for a 5minutes game but getting nearly no BPs reduces my motivation to play survivor by a lot.
And I hope we can pip in this game mode
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Year, the Scourge Hook spawns suck sometimes. fussy made the suggestion that you gain one more Scourge Hook for each additional scourge Hook perk. That would be also a good change for Scourge Hook builds or when you want to use two scourge hook perks.
Gift of Pain: Honestly, I wish they would revert Mangeled and Haemorrhage. The timer is such a stupid change and made these status effects completely weak. Survivors also have so many ways to heal faster nnow. Every Mangeled addon became useless while Sloppy feels so mediocre. You hit a survivor, cooldown, pick up, walk to hook (already 15 - 20 seconds) and then when the survivor gets unhooked and they run to a safe area, the timer is already over. There are also so pathetic addons like Rabbit's foot that gives you 30 seconds of Haemorrhage or Spikes Collar with 60 seconds for both.
MS: The change to 70 seconds hook timer was one of the worst changes ever and the developers should revert it too. Buffing MS would be the wrong solution. Nobody was running this perk before and won't do it now. Perks cannot always be the solution for problems. The developers do this since years and it created so many problems and sadness (when boons were common → Shattered Hope, face camping → Reassurance, hex totem are easy to clenase → Dominance, and now the solution for hard tunnling is Shoulder the Burden which is a strong perk but no one is using it in SoloQ because it requieres the knowledge of "we can only win as a team" and only a handful of players are aware of this).
Hangman's Trick; I don't really like this change because it is as niche as the current version.
Blood Favour does not need any buffs. It is already an amazing perk.
Lullaby: fair change
Ruin: yes
Hex TcP: I always though it would be funny if the perk works like if the survivor fails to stun or blind the killer, the survivor gets blinded.
WF: I don't like the current version because punishing a random player for finishing a gen feels so stupid. But I also don't like your suggestion.
Boon: they don't need a bigger range because this would become too problematic on some maps like the Game or Saloon.
Shadow Step: no. The game has an actual good ideas of how sounds should work (bugs asides) and no perk should mess with this. It is already stupid that IW makes a survivor completly silent instead of giving them other sounds.
Illumination: yes fair buff
Dark Theory: no. That would become too problematic because it will make it so much easier to mess with the killer as a cheater and creates accessibility issues. Getting Blindness for 90 seconds will also make hooking even more bad and slugging so much better.
Invocation: the problem with making Invocation perks stronger is that it will make the early game miserable by survivors that will hide forever and then sneak into the basement while the killer is looking for them and checking basement all the time. These Perks are also really difficult to balance because there is a small gap between overpowered and underwhelming bad. Changing the broken status effect to exposed is fair since this will make it less miserable against strong killers (Nurse, Blight, Billy) but everything else no. The effect of TC is also extremely strong but the condition hold it back by a mile. Your suggestion would make this Perk rather problematic, so no I rather have a useless meme perk than a problematic strong perk.
Teamwork; fair
Collective stealth: no, don't mess with sounds in this game, this always lead into problems. This change won't make the perk better and give it a wrong buff.
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BP Cap and faster spending would be so great, especialy when the Rank resets happens or we get a big BP event. I really love to leving up my characters but spending BP is so broing.
Seeing other teammates perks and have the option for quick messages would be so great for SoloQ. They need these big QoL changes/buff because they are weakest in the game and feels for both sides bad when losing or winning due to SoloQ or have a boring matches due to SoloQ issues.
1 unhook atempt: Year, reducing the options to leave a game earlier is always good. Of cause, the survivor can still run to the killer but then the killer has the option to slug them and either this one dcs or plays the game.
ingame stats would be nice but I don't think they have a high priority since stats are nice but not always refect the reality.
2v1 situation: Year, they are awful for both sides. The survivor who gets slugged for 4minutes while the killer wants the 4K or the survivors who hide for 20minutes both can be so awful.
Less RNG: I played competitive Pokémon by smogon rules for a long time. Everyone who plays Pokémon knows how much RNG this game has (we call it hax) and sometimes you can lose or win a match just by RNG and it feels awful. DbD has a similar issue: Sometimes one side gets a great RNG which already makes a huge difference - e.g. Lerries can become really nasty with the right window spawns or the new Yamako has also nasty RNG. Meanwhile, there are maps like RPD or Eyrie which have a reliable RNG and you trust them. On top of that, some maps are bugged and can get a RNG that shouldn't happen like more fillers on McMillen or only these unique Coldwind Farm tiles. Making maps less RNG/more reliable enables an easier way to balance the game.
Year, some archives and achivements just suck. The developers said in a stream that they want to rework dailies but I wonder what happend to this.
Map offerings: I will die on a hill for it but map offerings need to go or get a rework to decrease the chances instead of increasing it. They are currently the biggest balance and health issue in the game.
Yesterday, I got so many map offerings with Ormond and three BL, Azaroth and MacMillen with the most boring-meta survivor builds and the only thing that was missing, was, me getting a message from the survivors how I should play the match and play a CJ with them. Then, I used brown Hands and because the survivors couldn't go to their maps, they gave up immediately. It is so stupid that you, as a killer, either has to eat ######### or a miserable match. I know, killers can use map offerings too and make the match miserable for survivors, but the chances for a survivor offering is four times higher and when the killer gives up due to denied map, the game is over for everyone but when one survivor gives up, the game becomes miserable for the other four. I also don't want to use brown hands or map offering - I wanna use my cakes and BPS. I also don't understand what is the point of the Realm Repeat Prevention Sytem when a player can choose their map to get an unfair advantage and I can see Eyrie or McMillen five times in a row.
One thing that I would add is a filter option or at least the option to make the game brighter or darker. I don't have any issues with my eyes and play on PC but even for me, McMillen, Azaroth, and especially the Borgo maps are so damn dark that you barely see anything - Imagen playing on console or TV with some sunlight. Meanwhile, Eyrie burns your eyes with its brightness. Since so many years, games have the option to increase or decrease the brightness but not this game. BHVR needs so improve their accessibility in this game.
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@Caiman said:
Most of these cosmetics are very unappealing. It's all tacky leather rave club outfits or borderline fetish gear that just looks dumb on the characters. Even the recolors aren't interesting because it's all an ugly purple and black. I don't even understand what the theme and aesthetic is supposed to be. I won't spend my Auric Cells on this unless I reach the end of the track to guarantee a full return on them. Even if that happens, I don't see myself using any of these often, if at all.
The nicest thing I can say is that at least finally the Deep Rift isn't blue, but I really wish that decision had been made in an earlier Tome that had clothes I liked.
I guess this rift is inspired by Hellraiser/Pinhead and the idea of pain, which fits with the titel of the rift, Anguish. Every cosmetic has a rather dark touch and dark colours to refect the dark feelings. It could also be the case that this rift is inspired by the lust (one of the seven deadly sins) since some cosmetics goes in this direction and we also have a little plush handcuffs charm and we all know where and when to use it. Maybe it is a mix of both, lust and pain.
I personally like the new rift and the cosmetics. The cosmetics for both sides look amazing and feel more unique. I am happy that the developers keep improving the rift but also are more brave in terms of cosmetics. Yes, not everyone likes it (we had similar feedback on the Mystic one), but there are people out there who like it. My issue is that I only play Knight and Plague, which means these are the only interesting skins for me but I am happy for everyone who enjoys these new cosmetics and the charms, banners, and badges look great too. It is nice that the developers put a snake themed charm, banner, and badge into the rift to celebrate the lunar year in an additional way.
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From my early impressions, the Dream Snares are fine. Unlike Clown, Freddy doesn't have to reload or preaim. He can also hit survivors through walls and other stuff. Clown also has his yellow bottles to speed up while slowdown the survivors with the other ones. Increasing the Hindered status could lean in many free hits, which would feel really awful for the survivors or, in general, unfun situations. The seven seconds cooldown feels also fair. The issue with the five seconds cooldown was an addon that increases the Hindered duration to 5 seconds which meant Freddy was able to always slowdown the survivors which would feel awful on live servers. 7 seconds cooldown with 4.5 duration is good.
Dream Pallets: the rapture time should be buffed to 1 second or at least 1.2 seconds. The best solution would be when Dream Pallets look like real pallets from a far and when sleepy survivors are nearby they see they are fake ones. We have to keep in mind that SoloQ often does not know which pallet is real and which is not while SWF has this information. So your suggestion would increase the gap between SoloQ and SWF which is not good. Also alongside the buffed rapture time it would become awful since survivors would have no reaction.
The sleep immunity needs a change because it feels so bad when survivors are immun to your ability and can basically never fall asleep since Alarm Clocks have a 45 seconds cooldown. Maybe remove the sleep immunity completely but when survivors use Clocks, their sleep timer is 80 seconds instead of 60 seconds. This would enable more interaction between killer and survivor.
@MechWarrior3 said:
I do like blowing up pallets. It’s fun.
I'm love with this ability. It is actually really funny to pull off, especially now with the range buff.
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Today, I had a match against a full slug Freddy (Jolt, Kock Out, Infectis Fright, and Sloppy - you don't need ANC due to killer instinct). It was a miserable match but also due to the teammates because two of them dced and when I tried to kill myself on hook, the third one came for the rescue instead of taking hatch. Then we got WS. It was so miserable that it became funny again - like #########.
However, I don't think the issue is Freddy himself but rather Knock Out. Singularity is also a really strong slugger since he can also spread his infection with the slug and put a camera next to it. Pinhead is also good slugger since he has the Box as an additional pressure tool. I really hope the developers will not nerf Freddy due to his slugging potencial when the actual issue is Knock Out. I played a lot of games today with Freddy and many survivor understood that they should not heal when they sleep or at least heal when they know I cannot teleport (cooldown, chase with a different survivor ect.). From my POV, the teleport to healing survivor is good but sounds better in theory than in praxis, especially with how free the Alarm Clocks are.
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An ingame voice chat would lean into many different problems, here are a few:
- Some players can be really nasty and rude to other players and with a voice chat option, they will be even more rude to their teammates.
- It is really difficult to moderate for the devs when players speak different languages and say something in a language that nobody understands and thinks this was something offensive, I should report it and then the devs have to find someone who can confirm it was nasty and against the rules.
- Female players could get nasty teammates in their voicechat.
- Not everyone wants a voice chat with randoms which could lean into an outsider feeling when three survivors use it but the fourth one not.
- Not everyone has a good microphone.
- Misinformation, misunderstanding
What would help and could be used by everyone is a quick message wheel. We already have a wheel option with Vecna and the devs need to take this, improve it, and give to the survivors. I'm all for improving SoloQ to make it better but the way I see it, voice chat would be the wrong improvement.
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@Iron_Cutlass said:
I don’t know if we are getting a Lunar New Year event again. DBD put a lot of focus on the Blood Moon event last year, so much so that they canned the Lunar New Year event for it, and I wouldn’t be surprised if they did the same again.
Color me surprised if they do it though, I’m not completely ruling it out but I’m definitely not the most hopeful either.
@Star99er said:
Haven’t really heard anything about it yet.
I don't think we will get a Lunar Event because the new Lunar cosmetics arrive tomorrow and accroding to the Year 9 Roadmap, we won't get any event in February but in March which means we will get another Blood Moon event because the first one happened in the same month.
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I agree in some way: in my opinion, the developers should keep the best version (and improve it if necessary) and remove the other varients. For example, I think the coal tower variant is better than the original for both sides while Ormond II can be balanced once they fix the deadzone around the little house. Badham I is the most average one and easier to balance than all five varients.
Having so many variants is just unnecessary for the game for many reasons:
- New players have already so much to learn (perks, tiles, maps, addons, gamesense ect.) and adding variants to the game makes it even harder for them, especially when the game is not telling them that it is a variant or not - they get confused but not only new players, even more experienced players get confused by variants and no one can tell which Badham is which based on the numbers.
- With the upcoming Realm Repeat Prevention, we will see more different maps which means we don't need these variants any longer for more diversity.
- It is already difficult to balance maps and the variants make it even more difficult. We still live a world where we have extremely bad maps (Eyrie, Badham, Haddonfield) and instead of wasting time by adding variants, they should invest this time in fixing problematic maps. This would help us much more than a new variant that we will see every 200 matches.
- Some variants are just problematic as hell. For me, both original Yamaoka maps are balanced maps for both sides (still some issues but very few and little). However, their variants can be really disgustion for killers depending on the rng (here are two examples of a match during the chaos shuffle):
Here we have a Pallet that connects perfectly into a four lane window which should never happen! A pallet should never line up with a window because this is a nightmare for every M1 killer and even stronger ones struggle with it.
A filler pallet fits perfectly with the shack which is also really problematic because it makes the loop so much bigger and the survivor has much more safety. Shack on it's own is a fair loop with which some kilers struggles but also getting a pallet next to it makes it more problematic because it can make a huge difference between a quick or long chase.
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The devs buffed the duration for the hindered stayus effect and nerfed the cooldown. The issue is that his Dream Snares are also used for putting survivor into the dream world.
Overall, it is more of a nerf than a buff or a fair deal. I cannot understand why the went this direction. It would be fair to have a 6 seconds cooldown for a slightly longer Hindered status effect but 7 seconds for only 0.5 seconds and nerfing the ability to put survivors into the Dream world is not really fair
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@ThatRyanB said:
Confirming that, yes, the original description in the Developer Update was an error and we've updated the article to fix this. The correct effect for the perk is Undetectable and you can rest easy - there's no cooldown added.
It is nice to hear that the description in the update is wrong and Beast of Prey is getting a buff. However, you, the developers, still missed the point how to make the perk more useable. Gaining Bloodlust just to get a perk active is a really unreliable and an awkward condition - chasing a survivor for like 20 seconds without breaking pallets or hitting a survivor. Many M2 killers won't run this perk because they will never get reliable Bloodlust during a match to make great use of the perk. M1 Killers often get bloodlust but they have no room to run such an awkward perk since they need to cover more weaknesses. On top of it, they often lack the mobility to make the best use out of their Undetectable status effect. Keep chasing a survivor while Undetectable is not the greatest chasepower while leaving and to hope to hit a different survivor off guard with Undetectable is also really riksy. If you get the perk active and then down and hook the survivor, there are already 20 - 25 seconds gone which means you will get little use out of it depending on the map. There are also other perks that are much easier to active: Best examples are Unforseen and Trail of Torment: both perks are easy to active and nearly every killer can make use of it. These Perks are also easy to understand and don't force the killer to throw the perk because sometimes players want to badly the use of a Perk that they throw the game for it.
I beg you, the developers, to give Best of Prey another look and another buff/change/tweak to make it more reliable for killers or otherwise it will still be useless.
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It depends on the changes we will get from PTB to live, but overall, I am kinda excited for the new Freddy because he looks more fun to play, especially with the right changes. I don't think he will be one of my mains since for this he lacks other things, but I can see me playing/enjoying him more.
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The developers should either remove or rework map offerings (decreasing instead of increasing the chances). This is the only healthy solution.
Some players say the maps are the issue which is true because some maps are really strong for one side and weak for the otherside. However, it is nearly impossible to make every map perfectly balance for both sides and 38 killers - e.g. Lerries is strong for Ghostface, Wraith, Artist, and Pig but bad for Oni or Billy. Coldwind is good for Billy but bad for sone other killers. There are also perks on both sides that are extremely strong on some maps but mediocre on other maps. Therefore, removing/reworking map offerings would be the fairest solution to prevent any player from getting an unfair advantage. On top of this, it is also much easier to fix map offerings than reworking every map. The developers reworked Haddonfield three times and still failed or reworked Eyrie but it is still disgusting while Badham hasn't reworked since its release - only little tweaks like removing the two storey house pallet. Beyond that, after reworking map offerings, the developers can still rework problematic maps. It's not an either this or that.
There is also no excuse for not seeing the same maps every match since with the upcoming Patch there will be a realm repeat prevention which makes sure that no one will see McMillen eight times in a row. Achivements will also easier to do with this new system. Even though this is completely optional and should never be an argument for map offering.
Map offerings also have an unhealthy effect on the playerbase because it never feels good to see one side sends you to a specific map and is prepared to play on it. Sometimes you play survivor and one of your random sends you to a bad map like RPD or Midwich just because they have an archive to do and then use Otz law to go next earlier once they are done or their plan didn't worked out.
Getting a bad map randomly is still not good but at least it does not feel so bad since sometimes you are lucky and sometimes you not. That is fair and you know the other side also got the map randomly and has to work with it.
Lastly, offerings should never have a big impact on the match like map offering. It is never healthy when one player out of five can have such a big impact on a match. It would also be more healthy and good for the players when players can only drop BPs because these ones give no one a bad feeling.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874957#Comment_3874957
My guess is that many players still don't understand how to place turrets right.
Xeno is whole different topic, he is the best example how majority of survivor player base don't even try to learn. I mean, you shouldn't even learn, it's enough to have 0 brain cells and 1 game behind to watch how Xeno comes out from station and instantly break your turret. But I guess it's not enough and every solo match I see turrets in front of control stations anyway.
My point is about chase, because PH better in every part of the chase except Xeno can press m2 and give hit right after animation.A similar issue have Huntress and Deathslinger too.
Kinda yes and no in the same time. H and D lose distance and PH shorten distance in m2. LoS blockers means a lot against H and D, but against PH they are nothing. But they don't punished for missing so much.
how you want to fix this issue without making him more clumsy
I wouldn't say there is issue at all and we need to fix something, it's just how PHead is designed. Gameplay where survivor has opportunity to dodge or avoid killer's attack in 100% of situations has no sense.
I agree on last parts, I think we can say that formula of complain consists of: how popular killer is, how good majority of players with this killer and how it feels to lose a chase to this killer.
Reading answers to this post, I have a strong feeling that people go against m2 holder PHead once in a year at best, most of them are m2 spammers. He also not too popular and hits from him don't create some "unfair" feeling for majority players.I agree, Pyramidhead has the better chase ability overall - Xenomorph's Tail Attack has some advantages but on average PH has the better one. One big advantage Xenomorph has over Pyramidhead that she can hit more unexpected hits. When using PHs M2, there is a red path that shows survivor what will happen before the real attack comes. PHs M2 has also no lingering - like Dracula's Hellfire or Unknown's UVX. Meanwhile, Xenomorph can hit through little gabs or drag the tail to left, right, up, and down - similar to Nemesis. Maybe that is also a reason why some players complain more about Xenomorph because they don't know about this and there is no visual indicator for it. But then, Nemesis' Tentacle has also no visual indicator for dragging and no one complains about unfair Nemesis' hits - however he has to hit you three times.
Yes, Huntress and Deathslinger lose distance by holding their M2 but survivors also lose distance by trying to dodge until survivors are at the point where they can no longer dodge due to lost distance and zoning. Demo can do a similar thing. I can see your point and why you not fully agree.
In terms of M2 killers: I guess many players go for risky/unnecessary M2s instead of the save M1 attack by zoning because they want to use their M2. I noticed a similar thing on the survivor side with perks, especially now Chaos Shuffle: Some players just want to use their perks because they have them. Same for killer players, they have their M2 attack (many players also chose a killer because of their ability) and want to use them but just because you have something does not mean you have to use it. But since many players have this mindset of go for M2, "most of them are M2 spammers". I hope that makes kinda sense what I want to explain.
However, there are also the situations where a player is still learning and has to make mistakes till they understand when to fake and when to use M2 - like you said, PH is an uncommen killer and has a high skill ceilling and floor, especially when you can flick . There are also players who try to use M2 for the style points. I main Artist and Unknown and sometimes I go for complicated M2 hits even though I know it is unnecessary but I wanna pull of cool tricks. But these are the obvious ones.
It's btw an interesting topic to talk, think, and read about. Like to see what other players say about playing as or against PH and why they have the opinion. Usually, when talking about PH it is about his addons and what type of QoL change he should get or sometimes how strong his tunneling potencial is. So nice to see something different. Same for talking about Xenomorph - same story with post about him.
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Blight: Making him 4.4 won't make him more balanced. His power is the oppressive part, not him being 4.6. Therefore, if we really wanna balance Blight to make him more like A tier, it should be around his power like a bigger punishment for missing M2 like Xenomorph has or slightly longer cooldown.
Hag: She does not need to be 4.6 so players can play her like an M1 killer. I really like the uniqueness she has due to being 4.4 and an area control killer. Sure, not many players like this but the ones who like it, love it. It is also okay to have rarely played Killers in this game. The only buff she needs is either haste or a mini Coup de gras after teleporting so survivors can no longer spin her traps easily because once you have one survivor who can harass you by doing this, she becomes so much worse. Some of her addons could also get a rework but that is the case for every killer.
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The D20 charm is finally available @radiantHero23
Use the code ROLLD20 before February 14th.
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Lich: He is already in a good spot and Mage Hand is already a very strong ability.
Unknown: His UVX needs some buffs. They should reduce the cooldown to 6 seconds and increase the weakened status effect to 12 seconds while nerfing the lingering for survivors to 0.6 seconds. This would give Unknown a slightly bigger time window to hit a survivor, which is fair since he needs to hit them twice while reducing the awkward moments of survivors removing their weakened behind a wall. A bigger blast area could become an Addon. Some of his addons are so useless and need a rework or can be combined - some examples: Rabbit's Foot is the most useless addon ever while Hypnotist's Watch and Serum Viral could become one Addon to be more reliable, Vanishing Box got a huge nerf instead of giving it a slightly nerf and make it a purple addon, Captured By The Dark has an unnecessary drawback even though it is much weaker than Singularity's and Wesker's one which are much stronger and have a second strong effect.
Chucky: The latest nerfs are too much. It would also be great to give him his 180 flicks and Window-Scampers back for a higher skill ceilling.
Pig: Her Ambush needs some buffs by making the duration longer and the movement speed faster. Without the yellow addons, this attack is still useless on bigger loops. This ambush should also be able to break dropped Pallets - similar to Blight and Demogorgon. Her biggest issue is her weak chase power and this needs improvements. Her RBT are fine and don't need any buffs.
Trapper: The next step he needs, is an Update like Freddy got. He is one of the weakest killers in the game.
Demogorgon: His basekit is fine. His Addons need an update because he has three addons that do the same (1, 3, and 7 seconds of Undetectable status effect) and many of his Portal addons are just bad like the Deer Lung one. Buff some of his Portal addons and rework some of the useless addons into useful Shred addons like longer lunge or sloppy like.
Dracula: Is overall mostly fine but the 10 seconds cooldown on Hellfire is a bit too much and should be reduced back to 7 seconds. The devs nerfed this ability to make the Wolfform better but the Wolfform is now much better. It is a really difficult to balance him and I think they missed the point of tweaking him right.
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@fussy said:
There are a lot of things going under radar in dbd community, but how I see ZERO complains about him, it just blows my mind. I know the reason, but anyway. And no, I'm not gonna talk about tunneling at all, it's chase.
PH is my second most hated killer to go against. Why? Well, there are two ways.
1. PH player is going for constant m2 snipes and then it's fine, you can predict and react on most of them and it's pretty fun. Most PH players are like this and I know it's the reason why PH is going under complain radar.
2. PH player is patient m2 holder. Holyyyy, just pray you won't go against player like me on PH. Wanna use window? Hit. Wanna use pallet? Hit. Wanna fake it? U r welcome, I'm patient > m1 hit. Predrop and prerun? Yeah, you kinda can, if you already have enough distance.
And guessing on what kind of PH player you go against now already makes me panic.
And nah, it's not "oh nerf PH he is op no counterplay" post, I'm doing fine against him and PH is completely fine basekit wise, it's more about how community complain about completely okish things, while things are much worse exist in complete oblivion. Like I don't understand how people complained about Xeno, while PHead is his x10 times stronger version and nobody even remember he exists.Like I don't understand how people complained about Xeno, while PHead is his x10 times stronger version and nobody even remember he exists.
My guess is that many players still don't understand how to place turrets right. They often place them right next to the gen (and so next to the controllstation), which means Xeno comes out of the Controllstation, the turret is off, and Xeno can destroy it and the survivor player is like "Turrets are useless, killer too strong" - I saw it when Otz posted his tierlist video and many players were shocked why Xeno is so low compared to their experiences. The crazy part about turrets is also that they make SoloQ better but they don't make the most use of it. If every survivor player would know how to place them right, no one would complain about Xeno - in fact they would feel bad. Maybe some players are also disappointed about the power and want a more "move-like" version. I also think players don't like the fact that Xeno has no charge time for her Tail attack, which means there is less reaction time for it and some players need more reaction time than others. I personal like this more because charging also means zoning, which leads me to your second point:
2. PH player is patient m2 holder. Holyyyy, just pray you won't go against player like me on PH. Wanna use window? Hit. Wanna use pallet? Hit. Wanna fake it? U r welcome, I'm patient > m1 hit. Predrop and prerun? Yeah, you kinda can, if you already have enough distance.
A similar issue have Huntress and Deathslinger too. There are so many situations where you can just hold your power forever and the survivors will zone themself out and then the killer can just M1 them or M2 them since survivors have no longer room to dodge the M2. In case of PH, he cannot hold his power forever, which makes it more fair, I guess. And then, there is also the issue with PH, how you want to fix this issue without making him more clumsy - don't get me wrong, that is not your point of your post how to fix it.
it's more about how community complain about completely okish things, while things are much worse exist in complete oblivion.
I guess, the answer is as long as a killer can give you, the survivor player, a satisfying feeling, it is okay like dodging a Hatchet from Huntress, shot from Deathslinger, dodging Nemesis' Tentacle hit to deny Tier 2, or an M2 from PH feels good from the survivor Pov. Meanwhile, dodging a Knife from Trickster feels not satisfying because he has so many of them and can just spam it. Similar goes for Xeno - it does not feel satisfying when dodging a Tail Attacke while getting hit has a bad taste like already explained why.
@SoGo said:
Honestly, I’m glad this is true for Artist and Hag
Barely anyone really has any complaints about them, even though they have some ammo (hold-W-potential power, camping ability).
Must be their rarity, I guess.
I guess in the end nearly every killer has some type of unhealthy or stupid gameplay mechanic but not many players complain about it because we have 38 killers in this game and some of them you will face every 150 matches and then there is always the chance that this killerplayer is just doing their daily with the killer which means an average-casual player. The only moments when the community agrees with stupid or unhealthy killer mechanics is when it's either very common or so insane stupid bs like original Skull Merchant or Pallet-Scamper Chucky.
I also have the theory that the developers are okay with some of these things (let's be honest, you cannot make every killer healthy, fair, fun, and unique) as long as the average playerbase is not complaining too much about it or abuse it which brings me back to your point: Artist and Hag are very rare killers.
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This was already the issue with Shadowborn. They just made Shadowborn basekit by implementing it 100%. The developers also have the """excuse""" that they are not in rush to fix it because it is still Beta - remember how long the new wiggle feature was feature. It can take years and I think this issue has low priority for the devs because it is optional.
However, I feel you because this sucks really hard as it makes everything so confusing, especially when playing a killer that relies on sounds like Spirit. Speaking of sounds, the sound design in this game is so bad like on Ormond sometimes sounds stop playing because there are too many or once you repai the gen in mainroom of lerry, the room becomes so awful for the ears.
enabling the Flashbang bug that makes you drop survivors even when you face a wall.
No, this is a different bug. Flashbang sounds worked when the FOV slider was implemented and worked when players used old Shadowborn. They became bugged two or three patches ago and with the latest patch, the developers said they fixed it which is not true - they still make sometimes no sounds, especially when something is between you (the killer) and the location of the Flashbang like a wall.
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@Mr_K said:
If it wasn't for the glow around the icon I would never known.
never. I can imagen they changed it for two reasons:
- You cannot miss your login-reward when you have to claim it in the messages menu. Maybe in the past, there were some players who miss the notification and were like "hey BHVR I didn't received my daily login reward, your game is broken".
- The developers also put other stuff in the message menu like new skins, skin returns, or stuff besides dbd, now it's harder for every player to ignore these things and they have to see it and maybe this will lead them to check it out and buy stuff.
- Could also be the case that it is easier for them to put the daily reward in the messages menu for some reasons.
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@Nazzzak said:
It's thankfully been fine in my region. Currently getting 150% bp on survivor, queue times are max 20s, and killers have been fine. No tunnelling or slugging or camping. It's crazy how different experiences are across regions.
I feel like it depends on different things rather than just region things. You can have 19 good games and one really bad game and this one bad game will trigger you more and makes you think this always happens while you ignore the other 19 games. There is also the issue that players rather share their bad experiences than their good experiences which make it look like these bad experiences always happen and - in that case - every killer is tunnling, camping, and slugging - e.g. nobody would make a thread and tell how nice the killer was by spreading hook. Then, there is also the missing POV and how players see things. Sometimes the killer is "accidentally" tunnling or camps to punish the survivors for a late rescue and no other survivor wants to trade. Some players also see slugging for pressure as toxic/bm. Not gonna say that tunnling, camping, and slugging never happens because of cause some player do this - and some in a bm way because some players don't understand that this game needs both sides - but it happens far less than it looks like. Mandy once said excessive slugging happens in under 1% of every matches and Scott made an experiment that showed tunnling happens far less.
The BP bonus might be a time things and is also broken since Lights Out 2 (should be 100% basekit) while survivor Qtime always takes five business days.
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I guess it depends on who is the audience for an anime chapter. According to you, Trickster was welcome in South Korean which means the main audience for BHVR was the South Korean playerbase. A similar thing was with DBDMobile, they made this cooperation to get the Chinese playerbase. If they do an anime chapter, maybe the main audience will be Japan with the nice effect that many people in the western also love animes and would be hyped for the chapter or even join the game depending on the anime.
In my opinion, the AoT cosmetic was rather poor because the skins for Oni and Spirit were underwhelming (no special sounds or animations) while the survivors tried to cosplaying. The Junji Ito cosmetic, however, was amazing. The legendary skins for Artist and Spirit are amazing while every other cosmetic fits for the character and does not feel like a bad cosplay - only the Yun-Jin cosmetic has low quality and the Dredge Skin is a scam like 15bucks for nearly nothing special. Overall, the developers improved and they were able to implement anime to dbd without making it look like out of space. So in terms of quality and skill, they might be ready. Thus, it also depends on the anime because a Yugi Muto skin would always look wrong no matter what you do. On the other hand, animes like Demon Slayer, Tokyo Ghoul, Death Note or Jujutsu Kaisen could fit because their characters don't look too complicated or wrong in dbd.
Personal, I love animes and would be happy to see another anime collaboration - either another collection or as a chapter, both would be welcome.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872222#Comment_3872222
I'm not too bothered about the map offerings this time around, because since they made sac wards a brown offering I have plenty on most of my mains now. I also thought it would be a bigger deal than a handful of cosmetics to unlock in the tome and some new outfits to buy in the shop. I though they might add a load of vecna's chests to the trials and make is so they rolled a dice to determine the rarity of the item inside. At least a little something to add a bit extra to the mode.
Although I do think BHVR should make add-ons and items totally randomised, I also feel pretty thankful that as a Legion main I can bring the Fuming Mixtape add-on (to guarantee some gen regression) and the Stolen Sketchbook (for when I see a lobby full of flashlights). I know not all Killers are so lucky with their add-ons, however.
To be honest, in Chaos Shuffle I rarely ever do well with my other Killers. I'm probably just not skilled enough with them to remain competitve without much gen defense. Especially not since they got nerfed, anyway (Chucky and Billy are my next most played Killers).
I have many brown hands on my mains too but I also have hundreds of cakes and BPS that I wanna rather wanns use because everyone loves BP and it makes the leveling much easier. Mal offerings always leave a bad taste and ruin the idea of Chaos Shuffle.
Year, I guess we were too hyped when they said it is DnD themed but Vecna like chests are a cool idea and funny but I guess many players would ignore them after the first day because they can bring items and chests are often a time waste - unfortunately.
Random items and addons would be cool too. Items are easier because they never change the way survivor plays and they can also trade their items. Some killers, however, become either a completely new one or worse, so it is more difficult - Myers, Hag or Clown. But still, it would bring players out of the comfort zone which is not a bad thing.
Nah don't sell yourself short! Yes, having no slowdown in Chaos Shuffle is difficult but it also depends on the map, your and survivors perk luck as well as what the survivors bring to the match and how experience they are. So don't say you are not skilled enough without regression on your other mains - I'm sure you doing good with your other mains, especially when it's chucky who got hardly nerfed and Billy who is strong but requires a lot of experiences.
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they should make a chaos shuffle event offerings that would make your offering be either a: 100% bonus bp for all players and stacks (basically bps), random map offering, hatch at shack or main building, or a white ward that lets you keep the item you get from the event items. (Maybe could not include map offering since the game already randomizes the maps by default)
They should just diable map offerings to keep the random factor and let players use BP Offerings but I would appreciate a special event offering for more BPs but they never do event BPS to keep it for the anniversary.
Chaos Shuffle event items: selecting this item (found in the bloodweb) will give you a random item with 2 random items at the start of the trial. Escaping with these items allows players to keep the item and its addons.
I guess that's too complicated and they should just randomize the items and addons. These random items and addons are not depending on the survivor inventory like the perks and the survivors can keep them when escaping - much simpler.
they should also do chaos shuffle chests that are like vecnas chest that you roll a d20 and it will give you a random item based on the number you roll. Youd also keep the item if you escape the trial.
really cool idea, would love to see it! But then, on the other hand, chests are so useless and nearly everyone would ignore them after the first day. Maybe if items were disabled and survivors could get decent stuff then maybe but it has a bad taste.
I chose not to do a killer chaos shuffle addon because certain killers have addons that change their whole power and can be a determinant to the player if they accidentally get that addon. (Scratch mirror Myers, speed limiter on bubba and Billy, Amanda’s letter on pig, etc.)
True, even though it would be cool in that way that some players could explose different addons and maybe see that they are not so bad. Of cause, some addons really suck and it is more difficult for killers to do than for survivors because their item does not chance much and they can still trade them - e.g. someone with a flashlight can give it to someone who is really good with it. They could do this when every addon were balanced in someway.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871864#Comment_3871864
I also was the one, who said that Drama is basicly old DH for distance and I have a lot of value from it in first month after release. And got replies with meaning "you stinky killer main can't prove me that this perk is good". And it took 1,5 years to survivors only players to realise it's actually strong perk.
Stay with us and in the next episodes of our show "Why you should never listen to survivor main says that new perks are bad" we will discuss that Lucky Star is amazing for soloq, Troubleshooter extremely underrated, there are a lot of fun builds with Parental Guidance, how healing perks are game changing now and boons considered "bad" by community is the only thing which keeps this mechanic from nerfs. With your humble "killer main" show host fussy.No joke, I still don't understand why nobody is using Troubleshooter. This perk is so good in chase like other aura reading perk. When it comes to killer aura reading, some players (it is a small group) act like these ones murdered their hole family but survivor aura is none existence despite being so good. You can deny any mindgame and know when to leave the loop which is so huge and let the killer thing they are stupid. I guess, it will player take another year to understand how strong Troubleshooter is. Same goes for the one Key addon, Alert, Wire Trap, Scene Partner (most players use it for the memes instead for chasing). I never see these things but the normal old stuff. I also feel like people sleep on other perks such as Plot Twist (had a hype but then got vanished despite being still good and provide so much uility), Fixated.
Coh has the same issue like MFT and Adrenaline. All of them are still good perks but no longer stupid strong and when players looks at their current version they automatically compare it to their old version and think it's bad instead of looking how good they are in the current metagame. MFT is strong with OTR and DS+DH, or Styptic, and can help in slugging situations. Adrenaline still enables you to greed a generator, extend a chase by a lot, take a hit, or don't be worry about healing in lategame. These perks have so much value.
@GlamourousLeviathan said:
Dramaturgy is really good, as it kinda functions like old Dead Hard where you can use it to gain distance in a loop and extend it.
Finesse on the other hand is very overrated. Most of the times, a normal fast vault would already make you avoid the killer. Resilience makes that even faster for every vault while injured. Finesse gives you a substancial speed boost, but only every 30 seconds, if you are healthy. The point is, most of the time where you are using Finesse to vault, a normal fast vault would be enough.
I feel like players overrated Finesse also in a different way: I often see players using it alongside Lithe and WoO and a filler. It kinda reminds me of Lithe, Dance with me, and Q&Q. Yes, it might be a strong combination but you give so much away - you will either lack anti-tunnel, utility, or teammate and can often hurt much more than missing a fast vault. Otherwise, I think people love it because it is fast vaulting and has a low skill floor but the skill ceilling is mid. When I'm on YT, fast vaulting videos for both sides, are really beloved and people like to watch them.
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@OnryosTapeRentals said:
I see Chaos Shuffle has started and decide to hop on after a week break from DbD. And how do my first two games of the modifier go?
https://us.v-cdn.net/6030815/uploads/OFL853H4RLYM/image.png
Get matched against the same slugging Pinhead twice in a row. Like come on. Why are some of y'all SO determined to be as miserable as possible? And for those who'll come in and say they're just using it as a strategy or some other nonsense, no they aren't. Obviously I can't show it here, but their username was a taunt that made it 100% clear they're doing this to annoy everyone.
I'm so done playing survivor during events. Sick and tired of being treated as a prop to be pushed around by disgruntled killers.
I feel really sorry for you because no one deserves this and it is still sad that the developers have nothing announced about it like how or that they will fix this issue - but I am sure they working on a solution.
I really hope your next matches will be better because that was one player. There are many other killers who play this game modifier
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Don't get me wrong, I am really happy about Chaos Shuffle because it is my favourite modifier but I am a little bit disappointed that there is nothing new. They said it would be a DnD Chaos Shuffle but we only have a banner, charm, and badges. That's it. nothing more DnD themed - yes of cause new cosmetics which I am happy for the mains but we would get them anyway.
Maybe my hopes were to high but I was kinda hoping for random themed builds (healer, chase, info ect.), that could be pretty cool - they made seven unique builds for halloween and something like this I was hoping for. It would be also cool if we had the temporary events back which we had during the anniversary event (speed, healing, exposed) but for DnD where after a hook/gen something happens based on the dice. Even more funnier if after a gen/hook either the killer or survivor builds switch to a new one - I wasn't hoping for this because that would be too much for the devs but I find the idea funny.
It's also a bit sad that map offerings are still allows and not disables even though in like 2h of playing, I had only one map offering but still there are 11 days left. I really hope they will diable them because no one likes them. It is also really easy to disable them because the developers can disable something specific. The BP Bonus was also mostly +50% on killer which was nice but basekit +100% would be really cool for both sides.
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@supersonic853 said:
Been running into this combo a lot more recently. Just had a few games with all 4 survivors running it. Is it that good? Idk if this is a content creator thing or what. But it seems to work if I'm not a killer with a instant catch up tool. Might give it a shot on my survivor games.
Together they are a good chase combination. Dramaturgy allows you to greed a loop or to make it to a pallet or dropped pallet/window and with Finesse you are often safe. Dramaturgy can also give you a strong item which can be sometimes game changing - if you know you can work on a generator, just use it to get an item or to remove the exposed status effect for the next chase. This perk was always a good perk but overlooked by many players because they rather rely on old/familiar stuff like SB, Lithe, or DH. Unlike Dramaturgy, Finesse was already loved and hyped by the community because of speed and fast vaulting.
You could say it is a healthy state chase version of old DH and Resilience since they do a similar thing but Dramaturgy is much more healthy than old DH for many reasons like you need to be healthy, use it wisely, and it does not have the stupid "wait it out"-situation.
But it seems to work if I'm not a killer with a instant catch up tool.
you could say this about every exhaustion perk
Might give it a shot on my survivor games.
it's funny but was more funny when it wasn't that common. But when you get the exposed status effect, it spies things up in chase and can be funny.
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Today, I was just logging in to reset my daily and had +50% on killers (between 7:00 - 8:00 p.m.). I couldn't play a few games because I had other stuff to do but I wonder for how long this was.
I really hope the BP Bonus will work when the Chaos Shuffle starts or the developers just give us +100% for both sides which would be the best solution.


