HolyDarky
HolyDarky
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- HolyDarky
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I remember there was a thread from a different user who asked a similar question and a mod answered and said; If users could upload their own pfp it would become really difficult for them to moderate it. I guess the same goes for titles and bios. So the issue is not they don't want it, the issue is some people are just stupid little kids.
However, I don't know if they could introduce more pfp since some killers and survivors are missing. They could even use the Badges from the game for a bigger variety - at least in theory.
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@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870998#Comment_3870998
If the gens wouldn't have been blocked, there could be a lot of progress done, so in that sense they do lose progress, but I guess trying to avoid being the 4th stack at all costs is the best choice of counterplay as you said.
In that sense, I agree and I was not accurate with my thought progress: My thought progress was PainRes takes 80% of gen progress which is lost progress while a blocked generator does not lose any progress - you cannot work on it but also not lose anything. Regression also has the risk that players forget about the generator or cannot undo the -5% to stop the regression, especially in SoloQ - e.g. Player A goes for the rescue (Player B) while the killer gets another PainRes by hooking Player C which hits Players A's generator. Now, Player A has to unhook and heal Player B, and then go back to their gen which takes like 20 - 30 seconds and during this time, the gen loses progress. It can also happen that Player A has to go for Player C because Player D is in chase. This is also a drawback of Grim Embrace/blocking generators, sometimes survivors are so busy with other stuff that they don't care about the blocked generators. They are not in a losing situation but just in a busy moment with resetting and reposition and these are situations where regression hurts more than blocking.
I agree with you, that in both cases, regression and blocking, the survivor loses time but that is the spirit of slowdown → the survivor loses time while the killer wins time.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870991#Comment_3870991
Tbh I hate scene partner specially its always steves spamming it to be more annoying atm than actually using it for looping correctly and is another bond 2.0 use for trolling and sandbagging people.
Cant imagine how miserable it can be as killer if you run into 4 of them using it, at that point amma just turn down my tv and probably just break walls and give thema boring game
Year, I agree with you. It is funny when you face it the first or second time but after a while, it just gets so annoying even though it is cool that the community is doing such funny things. But the way I see it, the idea of the Perk, Scene Partner, is cool - the issue are the players who abuse it for bm and other trolling stuff. Then, there is still no option to reduce survivor's screaming since this is also annoying af, especially when it comes to hooking like neither the hooked survivor nor the killer needs to hear these loud screaming sounds - we see what happens.
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Blocking generator perks are in general weaker than regression generator perks because the survivors don't lose any progress. In case of Grim Embrace, the killer has to hook all four survivors to get the 40 seconds. So if the killer has three stacks, the fourth one can just play really carefully to deny the 40 seconds. This is the main counterplay. There is also the chance that one of the survivor plays really good and is in the end more of a time waste than a time win. During the time of blocked generators, the survivor can use the time to heal or reposition theirself.
The Perk is strong but the killer has to work for it and survivors have counterplay or the option to make the stacks difficult to get.
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No, Dramaturgy is fine due to it's condition (being healthy) and slightly risk in screaming and exposing - sometimes it is a killer perk. It is also a more funny and unique perk than many other metagame perks. You have an easier time when to trigger it and you can get lucky with the item - unlike Sprint Burst.
In general, all Nicolas Cage perks are funny, unique but also balanced and I wish we had more of them. Idk what the devs did to get these ideas, but they definitely have to do it again.
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The developers made the right decision by splitting this map in two because the original one was a nightmare for every killer due to how big it was and all the nasty stuff ( like boon totem in the library that took ages to sniff off).
East wing feels in an awkward way balanced because the west wing is so bad for survivors (easy to be trapped and to mindgame with one strong pallet) while the east part is rather strong for them. Hook a survivor in the library or next to it and there is no chance for the survivors to rescue this since the killer has a perfect view on top of the stairs. At at the same time the killer (especially Huntress, Deathslinger and Doctor) can defend three generators and the hooked survivors. The best solution for it would be to add a bridge that connects the library with the other side so survivors have more oppotunities to go and leave the area.
West Wing is more survivor sided than East Wing because survivors have an easier time to hold foreword and the loops are overall more nasty than on East Wing with more difficult to defend generators. The West Wing also has no trap area for survivors or rather it is easier to play than East wing.
Both maps have the outside and if a generator spawns there - which is 90% of the time - it is already a lost generator because if you go to this area, you are far away from all of the other generators.
It is really hard to balance both maps without taking their RE vibes away. But I rather have a less RE themed map than these awkward maps that feels balanced by the fact that many players just don't know how to play it or by cheesy strategies. However, other maps like Badham, Eyrie, and Haddonfield are more problematic than these two maps.
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In my opinion, the Distortion change was the most annoying change ever made but also one of the best change the developers did. Many players said that with the Distortion nerf killers will get a terrible time because now players use different perks but I haven't notice it while SoloQ feels slightly better. Sure there are players who use Sole Survivor to keep their rat life but overall, players use better perks. The next step would be to rework selfish perks like Sole Survivor and Left Behind and turn them into healthy and good SoloQ perks.
The only aura perk that could be say is problematic is No Where To Hide (needs to be based around the gen and not around the killer) but every other aura perk is healthy for the game. Some players just hate aura reading. They don't really have an objective reason for it - it's just a personal think. They blame perks like BBQ and FTTE which are really healthy perks for the game because they encourage the killer to hook and go for different survivors. I saw also players complain about LP even though this perk only gives you value at the start and the start is the strongest moment for survivors - every pallet is up and it is up to them to go to a safe place when the killer comes close to them. Aura perks just tell you where they are but don't down survivors for you and there are plenty of counters to them.
Also, Distortion in its current state isnt that bad either. While it is weaker than it was before, you are still able to leverage it to take chases based on your own terms as opposed to whenever the Killer feels like it. The token system does require you to take chase to gain tokens, which isnt the best for new players, but experienced players can leverage it much easier.
It is the same with Adrenaline and MFT. After their nerfs, many people called them bad even though these perks are still good - just no longer insane free and strong. MFT pairs really well with DH, OTR, or a Stiptic, is strong against Legion, Deathslinger, and Houndmaster while can come handy in slugging situations. Adrenaline is still useful to greed a generator and to extend a chase by a lot in the endgame which is often the weakest moment for survivors. Distortion is still good to prevent an early chase due to LP when you have Deli and can protect you later in the game.
While it let weaker Survivors hide and as opposed to being tunneled or repeatedly hooked
I've never understood this statement. Distortion does not protect you from tunnling. DS, OTR, Blood Rush, Babysitter, BT can protect you but not Distortion. If the killer wants to tunnel, they will tunnel and also never use aura reading perks. If you tunnel, you use genslowdown to get a fast 3v1 situation with more than 3gens. This situation is only possible with gen slowdown - PainRes and GE for the first hook, then go to a nearby gen and kick it with Pop. Then come back to the hook and wait. I know this is not your statement, but still, I never understood it.
@danielmaster87 said:
Yeah, they didn't "destroy" Distortion, as people claim. They changed its activation condition to be chase-based, which forces you to have SOME interaction with the killer to get your stealth perk, instead of hiding in terror radius which was just a perpetual feedback loop of stealth.
I must remind people that most good survivors really don't care if the killer sees their aura. They don't care at all, because they know that if the killer comes they can simply loop them. They might not be invincible, and may go down eventually, which is bad for them if they're on death hook. But otherwise, it's as I say: Just because the killer sees you doesn't mean he gets you (at least not in a reasonable amount of time).
If the devs wanted to introduce the eyeball notification from 2v8 to the main game, the one which tells you when the killer can see your aura, I'd be for that as long as the "Get rid of killer aura reading, full stop!" complaints come to an end. Because you can't justify killer aura being weaker or more restrictive than it is now. I just don't understand why survivors become completely incapacitated in the face of simply being seen. 🤷♀️ What do you do when that happens in other games, exactly?
If the devs wanted to introduce the eyeball notification from 2v8 to the main game, the one which tells you when the killer can see your aura, I'd be for that as long as the "Get rid of killer aura reading, full stop!" complaints come to an end. Because you can't justify killer aura being weaker or more restrictive than it is now. I just don't understand why survivors become completely incapacitated in the face of simply being seen. 🤷♀️ What do you do when that happens in other games, exactly?
The main reason why the developers added the eyeball notification in 2v8 is because 2v8 is very chaotic and the developers wanted an easier time for the players. In theory and praxis you don't need it because you know when your aura gets revealed. But I highly doubt players will stop complaining about aura reading if they add this feature into the normal 1v4. I had players who complained about FTTE even though this perk let's you know when your aura gets revealed and it also tells you it is in play due to Obsession switch, screaming, exposing, and notification.
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870578#Comment_3870578
distortion is pretty useless now. stealth is like worse state that it has ever been in 8 years. virtually deleted from the game.
This is not true. Distortion is still a good perk and now healthy for both sides. On top of that, we also have many other stealth perks such as Lucky Break, Iron Will, Bite The Bullet, and Lucky Star. Stealth is neither bad nor deleted from the game. People just are bad at stealth and want it rather basekit than building with it. If you run one of these different stealth perks, many killers will hit off guard because they are not familiar with them. Same goes for survivors when the killer uses different perks instead of Pop, PainRes, or GE. This is also something I noticed during Chaos Shuffle, players get hit off guard by perks they are not familiar with while feeling lost when they don't have their typical perks like WoO. I don't want to say it's a bad thing but rather players need to go out of their comfort zone and test things out because you see the true value of some things no in the text but in the game.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870663#Comment_3870663
ahh gotcha and I believe @Wibwob is saying if only every other character in the rift was the killer the unknown
Ooooooooooh. LOL. Didn't think of. Honestly, I would take it, would be funny af
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@Wibwob said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870557#Comment_3870557
every other character is unknown.
if only..
I don't understand. Do you mean the leaks?
@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870610#Comment_3870610
the what chapter?
im a bit out of the loop
the march chapter will be killer only (no new survivor or map). Therefore, the next midchapter will have an original survivor to come up for it.
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Since the end of the Bone Chill Event, I barely have any BP incentives. For a few hours, I had +25% on survivors but the qtime is still awfully long while killer is instant.
I guess they are broken again :/
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@Gplays2000 said:
Does anyone know when the next event will take place? The game is kinda unbearable to play without one so I'm asking in advance. Just want my good old 2v8 back or something else.
This Thursday, the DnD Chaos Shuffle starts and runs till January 28th - we will also get some DnD skins for survivors and Vecna. During the second week of Chaos Shuffle, we get a Blood Hunt week. On January 28th, the next Patch goes live which means we get the next rift. This rift features Jane but every other character is unknown. These are all information BHVR gave us.
Here is the January road map: https://x.com/DeadbyDaylight/status/1877037709165809778?t=t2pcad1qqNKUK9U0PkXU5g&s=19
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If you need map offerings to play good or to get good results, it's a you problem.
Map offerings should just get removed from the game or a rework so they can no longer give one side an unfair advantage.
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@MechWarrior3 said:
I feel like survivors shouldn't be able to cleanse so quickly. It feels entirely too fast before I can get my next shot in.
Also why is the cooldown so long for teleporting when dredge can do it up to 3 times with a 8 second cool down?
It should be quicker for unknown too.
Just my thoughts.
I agree. The UVX feels weak because Unknown has a 7 seconds cooldown and needs one second to charge his power which means at many loops, he has only 2 seconds to make a quick decision or otherwise that's it. Survivors have also a lingering of 1.xx seconds when losing line of sight for a moment. In my opinion, they should reduce the cooldown of his power to 6 seconds and increase the weakened to 12seconds. This would make it much fairer for both sides and smoother for Unknown because he has to hit a survivor twice and there should be slightly bigger time window for it. The Projectile should move faster too because at middle and long range it is so easy to dodge - yes a dodge should be possible but slightly more difficult. I really love Unknown and his UVX have a big skill floor and feel extremly satisfying but it is really tight compared to Artist's birds which can hit you directly and move faster.
He should also get more Addons that work around his UVX like giving him a 0.5 bigger Blast Area, aura reading when injuring with UVX, or apply Sloppy when damaging a survivor. Many of his Hallucination Addons feel so useless, bad, or situational.
Also why is the cooldown so long for teleporting when dredge can do it up to 3 times with a 8 second cool down?
Dredge has a 10 seconds cool - 8 seconds with the Otamarin Writhing Addon. The main difference is that Dredge's power is for both mobility and antiloop while Unknown's Hallucinations are for mobility. Yes, they are also great chasetools but the main idea is mobility (from the dev pov). Dredge's teleport is also map dependent while Unknown has more control over it. However, I wish they would reduce the cooldown to 20 seconds (and Dredge's cooldown to 8 seconds) because that feels fairer. Blight's power has a max. cooldown of 10 seconds and has much more lethality and better mobility than Unknowns.
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@MechWarrior3 said:
Summons Of Pain - My suggestion, is this power should hold onto the survivor a bit longer. Pinhead should not be able to break the chains that are latched onto a survivor. That seems odd to me.
Currently you use that power at a loop and the survivor still makes it to the loop or pallet. The slow down is weak sadly. Houndmaster and DeathSlinger do a way better job. My suggestion if you want an easier time, play deathslinger. At least if they do make the loop and get shot they will be injured.
A power should function decently by itself. It shouldnt have to require specific addons.
Impaling Wire - Purple Addon is the only way I can make his power somewhat useful.
His box in its current state is fine though. I like the passive slowdown.
According to the devs, he will get some tweaks. I hope he will get the right ones because the fast chain breaks and that he can break his own chains are his main issues/makes his power less rewarding
His box in its current state is fine though. I like the passive slowdown.
The only wish I have: Give survivors the option to give other survivors the information that you go for the box. It feels unfair that SWF have a better match up against him than SoloQ due to missing communication. Otherwise, the spawn logic needs a rework because decent/good Pinheads with the right perks are really good at finding the Box constantly and this feels rather bad. Sure, it shows good skills but this feels wrong. Buff his chains more and make this his skillful part and leave the Box as its own pressure tool.
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I don't watch true because he is not my type of content creator (and there are also some rumors about him) but objectively speaking, slugging is much better than hooking because hooking does not feel rewarding enough for killers anymore and benefits survivors more due to the 70sec hooktimer, the time a killer has to waste for hooking, and all of the hookperks survivors have (some of them abuseable like DS or OTR). Meanwhile, slugging is much easier because now you force the survivors to waste their time while you don't lose any of it. There are also less anti-slugging-perks than hook-perks. @Reinami made a good list of what survivors have against slugging and what against hooking and why.
Carniveris and other players did an experiement and came to the conclusion that slugging is much easier and better for killers. The same result has now Tru3. There was also a post from @Xernoton (iirc) who did also a little experiment about slugging and made a thread about it. These are just two other examples an there are much more players who did this experiement with the result slugging is better than hooking in the current metagame. So in the end, Tur3 is not showing something special or unique but rather something problematic like all of the others players before.
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I guess, Junji Ito might be banned in these countries (Animes are often censored or banned completely in other countries) and therefore players cannot buy these skins because there is no permission to release them in these countries.
However, this is no excuse for the developers to not tell the players that they don't have access to the skins due to license or permission issues.
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True. I really love this skins and this might sound like not a big deal but it shows rather low quality. I guess they just copied and pasted the anniversary weapon, and therefore, the new skin has a floppy weapon.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866644#Comment_3866644
Hey, thanks for the reply!
I’d like to start this discussion off with actually agreeing with you for the most part, about incentivizing hooking over anything else. I 100% believe In this as well, and believe the game being centered around hooks or kills would make the game much more enjoyable for both “sides”. I’m been fairly vocal about this as well in some past discussions, and I agree that hooking should be prioritized, and there are multiple ideas and ways to accomplish that, but that is a different discussion.
My point in the solution being a proximity slugging mechanic is because there seems to be a chance that changes will be made to slugging overall, and I was simply responding to a very specific point made in the discussion. In a perfect world I think it would be great for DBD to aim for hooks over kills, but currently there has been no indication that those kind of changes are even being considered, unlike slugging.
And while I do believe that the overhaul of the game towards hooks would be the healthiest and best solution to many things, I don’t actually agree that it would simply solve excessive slugging. This is probably where we disagree (which is okay!)I think a good example of this was in the first iteration of 2v8, when saves were not possible, no sabo, no flashlights, hooks were all but guaranteed assuming you didn’t leave them on the ground for a long period of time. But as we know, that didn’t stop it from happening, and it happened so much that In The next iteration of 2v8, they added flashlights saves, pallet saves, and a base-kit unbreakable in an effort to discourage that kind of play.
I’m not using this as a way to say “killers just like to slug for no reason” but rather to highlight that if slugging is the path of least resistance, it will naturally be taken (same with tunneling) The goal shouldn’t just be to make hooks more rewarding than slugging—it should also be to ensure excessive slugging comes with more risk to discourage it.I read the part of the slugging questions in the survey too and then saw this topic and your sluggingfix suggestions. I'm just a little bit afraid that when the developers nerf slugging in the wrong way by punishing killers that after that something more evil will grow up. We had this in the past: Otzdarva made a video of how tunnling will become more popular due to different nerfs to playstyles and he was right. Then slugging became more common due to the fact that the developers nerfed tunnling and camping in the wrong direction - these two did need a nerf to make the game more fun, but it created a new issue. Therefore, I hope the developers will do the right solution for slugging by making hooking more rewarding because I agree that the game should be around hooking and that hookstages should be more rewarded than kills - going for different survivors and don't feel stupid when doing this. Introducing a new feature also has always the potential to be abused in the wrong way. However, I do agree that excessive slugging (like in a 2v1 situation where you slug for the 4K or let all four survivors bleed out to win and avoid lucky 4% or a hole build around slugging) should be limited or impossible and a hookreward won't fix it. But here - I think - it will be an already good step to nerf strong slugging perks like Knock Out and Thrid Seal. Giving survivors a quick communication wheel can also be helpful because slugging is stronger against SoloQ (e.g. one goes for the heal and not both or tell teammates what they should do since some players need a teamleader that tells them what to do to help the team). Same with showing teammates' perks to know if someone has Unbreakable and with a communication wheel if this one will use it. These things will also help in many other situations and make SoloQ much better - in my opinion.
From my experience, the reason why slugging became more popular in the second 2v8 was the generatorspeed change. Many players criticised it because it felt so bad to get punished for hooking by giving survivors a genspeed - the same for getting a genspeed nerf for completing generators. The main idea of the feature was good but badly implemented. The rescue option, on the other hand, was implemented to give survivors more interaction with the killers to encourage players to play more survivors. From my experience, it didn't happen that often - at least from my killer experience, but due to long qtimes I become always become a survivor main during this time. So it's interesting to hear that other players made the experience that the rescue options on the survivorside made slugging more common.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866644#Comment_3866644
The killer sided problem with slugging isn't that "hooks aren't valued enough". The killer sided problem is that the killer is sometimes forced to slug survivors for excessive amounts of time, and that isn't fun for either side of the game.
Teleporting slugged survivors to a 2v8 cage, fixes all the problems with excessively long slugging, because it removes it from the game. It's a good compromise for both sides of the game.
But when I get forced to slug, why do I get punished for that? Your situation says that I am in a lose-lose-situation because on the one hand I cannot hook the survivor due to the situation but I can't leave the slug or otherwise I lose the pressure. Giving the killer a reward for hooking, can solve this situation because the reward might remove the pressure on the killer that otherwise forces him to slug.
The killer sided problem is also that slugging is much better than hooking. Carniveris and many other players did an experiment where they tested which strategy is better: Hooking or Slugging? And the result was that slugging was much better because you had more pressure on the survivors than when you hook them by saving so much time (no pick up and hook animation with walking to hook, no survivor that bodyblocks you with DS/OTR, no 70 - or even 100 seconds - of a hooked survivor while the others stay on generators ect.)
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Otz said that we should not expect too much about the upcomming free character feature because it might be the case that the developers introduce this to have more freedome in terms of modifier and events easier like the developers want a RE 2v8 modifier for two weeks and you can only use Wesker and Nemesis. Now, with the upcoming feature, everyone can be part of the modifier and there is no issue with "I don't own these characters".
Otherwise, I agree with you. Not every player has the money or the time to buy every character either with real money or with shards and it would be cool to test a character for one or two matches in custom game to see if you like them or not.
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@Mandy said:
This is an interesting discussion, I think there has to be some distinction as well between slugging for pressure in a match, which most people don't seem to mind, and slugging for no reason - when you slug survivors at 5 gens or something. Also, you down someone, see someone hanging around with a flashlight, so you down them - one of them is naturally going to be slugged for some length of time…whatever "solution" there is to slugging has to take those factors into consideration (if there's even a solution for slugging).
@Yggleif I also remember those days, so you're not remembering incorrectly. It was either a straight up trade on the hook, or you needed a couple of survivors to be able to make a successful save.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865993#Comment_3865993
I wish more people cared about the scenarios where the killer is tactically supposed to have survivors bleed out on the ground, either because the survivors placed themselves in situations where the killer can't reliably get them to a hook, or the survivors placed themselves in situations where the killer shouldn't even attempt to pick them up. There are also scenarios where a survivor bleed out on the ground because they purposely crawled away and hid in some random part of the map. Slugging has issues on both sides of the game, but we often only hear about how slugging negatively affects survivors.
I still think the only slugging solution that fixes the problems on both sides of the game, is for a survivor to get teleported to a 2v8 cage if they have been slugged for 60 seconds.
This is the only solution I've seen that fixes the slugging issues for survivors AND killers.
@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865993#Comment_3865993
What if proximity determined the type of slugging happening? When a survivor is downed and another waits nearby for a flashlight save, the killer typically stays close to defend the pick-up. You’ll check the surrounding area, hit the survivor with the flashlight who typically runs away injured, and then secure the down.
A possible solution is proximity-based recovery? If the killer stays within a certain range of the slug nothing changes—allowing them to defend the down as usual. But if the killer moves away, similar to the anti-camping mechanic, (but reverse because it’s not the closer you are it’s the farther you are) the slug’s recovery speeds up. The farther the killer is, the faster the survivor recovers, but only once the killer is outside a set distance.
This way, killers can still defend slugs against saves, but slugging the whole team now becomes harder and riskier, but still not impossible.
One thing that I don't really like about your suggestion is the fact that you rather want to punish the killer for doing good/keep pressure. In my opinion, the changes the developers did made slugging so much common. Two/nearly three years ago we had no big slugging problem but then the developers increased the hooktimer and introduced many strong hookperks for survivors while nerfing hookperks for killers. Don't get me wrong, I don't like mindless slugging and bleeding out either (for that we need a different solution) but instead of punishing the killer for slugging pressure, the killer should be rewarded for hooking since this will already solve the slugging problem - like I said before nothing has change that made slugging stronger, hooking got weaker and that made slugging better. Some killers like Dredge or Oni get rewarded for hooking survivors and - I think - other killers should get the same reward like Deathslinger automatically reloads for hooking a survivor. A general killer buff after hooking a survivor like 5% haste + Undetectable for 10 seconds could encourage the killer to hook the survivor and leave the area to gofer a different survivor (camping and tunnling gets also fixed). The developers should also introduce more perks that reward the killers for hooking like Firends Till The End is one of the healthiest perks in the game because it rewards hooking and denies camping and tunnling by default. We need more perks like this one. Some perks should also get a rework or tweak and reward the killer for hooking like Coup de Gras based on hooks instead of finished generators or buff Furity Chase and make it work for every hook. On the other hand, strong slugging perks and strategies should get a nerf like Knock Out or Third Seal because they give killers an unfair advantage against SoloQ.
Overall, I think buffing and rewarding hooking will solve the extremes of slugging. In the end, it will still be an option or a strategy but these situations will be okay because they are examples that Mandy gave us (slugging for pressure, slugging because someone else is there ect.)
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@Inosennatoki said:
Much like the rework of the Twin that was complained by survivors and then reverted everything or get later nerfed.
It hasn't been tested on PTB yet, but people are already complaining that the new Freddy is OP.
the PTB Twins was Nurse on steroids and way too overpowered. It was a good decision from the developers to reverted everything and give them some QoL changes. Not only survivor players complained about the PTB Twins but also killerplayers and Twins mains like Lynxi. This game does not need any more S Tier killers because it ruins the balanced and the fun of the game. Therefore, the developers did the right choice to not bring this version live. Sure Twins still feels bad to play and face but PTB Twins would be much more worse.
I think we can trust the developers that they will take all of our feedback and make the right decisions. Also since they know how important this rework/update is for us, the playerbase, and the game. I can understand that some players are afraid that the devs could nerf Freddy in the wrong direction due to "false" feedback but I think we can handle these things with good feedback. So let's see how the PTB Freddy will look like, give our Feedback, and do our best to let the developers know in which direction they should change/nerf/buff/tweak PTB Freddy to get a good live version.
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865949#Comment_3865949
i did know and it's insane... feels like badly programmed to me...
original it was a bug for a long time but with his recent rework, they called it a feature to distract Guards better. Many players think the developers turned it into a feature because they either had not the time to fix it or did not know how to fix it.
I don't like it either because it is such a cheesy counter
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@Iron_Cutlass said:
As a Demo main, I really dont understand why they nerf his Portal addons so often, when most of the Portal addons dont even get used and it just further shoehorns players into running Rat Liver, Black Heart, and Barb's Glasses every game. Why use Portals addons or alternative playstyles if they are just going to get nerfed anyways?
- Revert Viscous Webbing; Increases time required for Survivors to seal Portals by 10% (should be 14%).
- Revert Thorny Vines; Increases time required for Survivors to seal Portals by 8% (should be 14%), Increases range of Killer Instinct by 1 meter (should be 3 meters).
- Revert Upside-Down Resin; Increases time required for Survivors to seal portals by 20% (should go back to 40%).
- Revert Leprose Lichen; After emerging from a Portal, the auras of all Survivors within 16 meters of a Portal (should remove the range requirement) are revealed for 3 seconds (should increase the duration to 5 seconds).
- Eleven's Soda; Shows yellow auras for Generators being repaired while traversing the Upside Down (should be reverted back to the original effect).
Leprose Lichen is the weirdest of the nerfs since it was nerfed because it was basically like a "free map-wide BBQ" but Knight can have infinite Blood Warden and free Bamboozle with his Iridescent Company Banner because that's fine apparently. Yes, Im still salty that they nerfed Leprose Lichen.
I also don't understand why Demogorgon has so many boring Portal addons. He has three different Addons that give him undetectable after a teleport and only the iri one is good. His Deer Lung Addon got a massive nerf and became completly useless In my opinion, he needs a little addon rework that buffs his Portal addons and some of them should get a rework to work for his shred ability (applies sloppy, gives you an extra meter something like this).
Leprose Lichen is the weirdest of the nerfs since it was nerfed because it was basically like a "free map-wide BBQ" but Knight can have infinite Blood Warden and free Bamboozle with his Iridescent Company Banner because that's fine apparently. Yes, Im still salty that they nerfed Leprose Lichen.
I guess BHVR has many small teams that work on different patches/chapters and therefore, they make decisions that other teams would not do. Another good example is the Captured By The Dark Addon from Unknown: Why has it such a huge drawback despite his power isn't the strongest. Meanwhile, Singularity and Wesker have a similar addon but with another strong effect and their power is much more oppressive and gives you many different small values.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865816#Comment_3865816
See this is what I mean, when I say BHVR OUGHT to include all the details in the Loading Screen.
There are 35 Killers, nobody can keep track of 39 Killers in their head, especially when there are 43 Killers. This is why I think Survivors need better Loading Screen tips to help with the 47 Killers, it would also help with new players when they have to learn 52 Killers.
year, that is a big issue. You cannot expect that a player buys every 39 killer and plays them to get a better understanding of them - or what an 12h video. It is good to play some matches on the otherside to improve but that is way too crazy and much. The game does a poorly job in explaining how some powers work and how a survivor should behave. In my opinion every killer should get a little explanation that explains how survivors can counter/interact with killerpowers like in case of Knight that you grab the flag once you hear the horn or you can tap a window/pallet to slow the Guard down during a Hunt. Dredge that you should only lock one locker if two or more are right to each other. Xenomorph: Don't put turrets right next to generators - place them at loops or where you want to go. This explanation should not be shown during the loadingscreen but in the killers menu or in an extra cathegory, so when you have a minute you can read them.
I would also love to see when survivor had the option to get a message that shows the build of the killer they faced. Sometimes you die early and don't want to stay/go next without any clue what perks and addons the killer had. It would be nice if the game sends you a message with the killer's build so you can see it and maybe learn something new like "oh that addon gave him undetectable" or "that's why I was oblivous and ran into them".
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865674#Comment_3865674
Thanks I was unaware. No serious I really didn't know lol.
out of intrest: Do you know that you can tap a window or pallet during a hunt and the Guard will touch this window/pallet and slow down a little bit like he would when you vault a window/pallet?
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I don't think it's neither a buff nor a nerf. According to the roadmap, Deep Wound will get an update and I think it will now show up like this so survivors see it better and don't forget to mend. Below how much time you have and above the progressbar when you start to mend. It also seems like the screen is less darker than it is currently but could be wrong.
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@Mandy said:
There won't be a Dev Update today, today is the first day back from the holidays, so scheduling is light…whilst everything is prepared from before the holiday period of course, we want to ensure that when we release things like a Dev Update that it's during a time where the team is available to answer questions that sort of thing.
You can expect it this week though!
Thank you for the information!
May I ask you, can we expect a roadmap for the first half of 2025 like we got last year? The current roadmap will end by the end of this month.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865840#Comment_3865840
If the developers lower the cooldown, they have to nerf Victor.
At this point, i do not care. i'll take 1.5 second charge time pounce which is 100% increase to charge time from current 0.75 just to be able to use my power. having 0 power for 1/2 the match vs swf is pure m1 killer. it's pointless to have a 40+ second cooldown ability no matter how good the power is. your m1 killer for most of the match.
On tangent, i have same problem with Oni. The fact Oni's power takes 50+ second to charge up and than you get punished for hitting survivors preventing from slugging is same issue. your an m1 killer for over 50% of the match. I refuse to play Twins and Oni. SWF have too much power over their ability.
Longer charge time would kill the twins. Twins players were bagging the developers for years to make toy sword basekit since it was so necessary on them. I also don't disagree with you. Of cause, it feels awful to have 3 business days cooldown on your power but that is what makes the twins balanced and this is straight up bad gamedesign.
It does not matter that much if play Oni and face SoloQ or SWF. The best way to counter Oni is to delay his power as long as possible which includes predropping and prerunning to keep him the weak M1 killer. SWF don't have a greater advantage against than against most other killers. However, this is also what makes the killer balanced and I think even though it is sometimes really boring, Oni is one of the more balanced killers - he can get some QoL changes and an Addon rework though. The punishment for downing survivor is intended to limit is slug potencial. He still can slug a full team but with more risk. I think that is fine. This is also what I mean: Dredge has a similar feature and does not get any Nightfall points for downed survivors while downed survivors but gets rewarded for hooking survivors - like Oni with extra blood. On the other hand, we have Singularity who can slug and gets punished for hooking which is a rather bad game design. If every killer would get a reward for hooking survivors as a trade off for less slug potencial, I think the game would be in a much better place - short answer.
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@MechWarrior3 said:
Its small, but something that I noticed while playing her today. At endgame she should be able to use her power near a hook. The only way to use it is if you walk 15 meters or so away but that is risky if you are trying to secure a kill.
The build-in Antifacecamp-mechanic is for some killers is really annoying. Artist has this feature too which is fine but it becomes hella annoying when you cannot use your power because the survivor is dying on hook and you have to wait the animation out. On the other hand, Bubba and Billy have no built-in Antifacecamp-mechanic.
I really wish every killer had a fair Antifacecamp-mechanic that turns off once the endgame starts and the survivor is dead on hook (and not after the animation). I also wish the developers would give every killer a fair build-in anti-slug mechanic like Unknown, Oni, and Dredge have.
@Devil_hit11 said:
i want them to lower recall time when a survivor hold victor hostage from 30 second to 12 seconds. that made killer far more playable for me.
After the QoL changes to the Twins, there was a bug and they had a 10 seconds cooldown for Victor. It felt really good but miserable for the survivors. The bad design of the Twins (besides their slugging aspect) is the fact that this strong killer is balanced around long cooldowns and the 30 seconds hostage options. If the developers lower the cooldown, they have to nerf Victor.
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@bigphil0005 said:
Is there a glitch going around right now with cosmetics? My son has a bunch of stuff i know he is not supposed to have. He has the twitch shirts, 2017 crew shirt ect. He's fairly new to the game maybe a few weeks of play. He also plays on PS5.
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865182#Comment_3865182
Is it possible to get stuff illegitimately on console? I assumed it was just a PC thing. Weird situation
Maybe he used crossprogression. He linked his PS5 account with a PC account on which a friend of him was able to cheat all of the cosmetics and now he is able to use them on PS5.
Not sure if possible because I don't have a PS5 but this is the only thing I can think of if it's not a glitch and you don't cheated directly on the PS5.
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The developers made the challenges much better and easier so survivors no longer have to throw the game to get them done (e.g. cleanse 20 totems, open 20 chests, stay 10meters next to the killer). Similar to killers, you no longer have to get out of your way just to get the challenge done. However, there are still some really stupid challenges. The current killer challenge to close the hatch two times feels kinda bad because it will force the killerplayers to slug the last survivor so they can find the hatch. But there are also challenges that should be part of every tome like the green and white glyph since they are easy to do and give a good amount of BP when done right.
What I also hate is that we get less featured character challenges: In the Mythic tome, we got one Spirit and two Yui challenges which is kinda sad. I still hope one day we will get a special fifth page that only has challenges for the featured characters. That would be so cool.
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The Perk is still really strong and can change a match. However, many players just don't run it because they rather prefer their typical and reliable perks (WoO, DS, Sprint Burst, ect.). Some players also don't like the downside and immediately think it is a bad perk due to this. There is also the chance that you get chase first and won't get value from the perk is this already makes it bad for some players because they want perks that gives them always value. You will only see it on players who play more altruistic, can be sneaky at the start, and are good at looping to avoid being tunnelled. Besides that, SoloQ also suffers from the issue that your teammates don't know you have this perk, and you should go for the unhook - similar to Deliverance. When this happens to you a few times, you will stop using it. If we could see our teammates' perks or had a quick message option, the perk would be much easier to use in SoloQ.
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@trapners said:
the newest top 5 LOWEST PICK RATE KILLERS!
5- Artist- 1.34%
4-Freddy- .94% (rework coming soon!)3-Twins- .91%!
2-Hag-81%.
1- AND FOR THE GRAND FINALE.. SM WITH A .78%I think these killers should be the focus of the game, make artist more fun to play as, make freddys rework good, find a way to help twins with slugging, add new or something to make hag not feel so slow, and delete sm
Twins is a really strong killer but they have so many cooldowns and survivors can hold Victor hostage for 30seconds and many players just hate this - the sad part is that these cooldowns make them balanced but also so awful to play. They are also slugging killers and you have to play into that to player them good but not many players like that. These are the two main reasons why not many players play her.
Hag is also a decent good killer. The hole idea of shutting down an area and you are not supposed to chase survivors make her unique but many players don't like this.
Freddy and Skull Merchant are weak and will get a rework this year (Freddy in a few weeks.
@fussy said:
make Artist more fun to play as
Hell nah, they will buff and make her simplier and then smash with pointless nerf into the ground after complains, like it was with Twins.
Just left her alone, she is very fun to play as, just very small amount of players understand how to play her.
I'm an Artist main and I fully agree with this. She has a low pickrate because she is really difficult to play and not many players understand her right. However, she is really fun to play for me. I wish the developers would give her some little tweaks and an addon pass because many of them are so bad or useless. However, I am too afraid the devs could ruin her by doing either too much or the wrong things.
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Spirit main here and I agree with this. I've told this in the past that this addon needs a rework because it is straight up unhealthy by removing the typical counterplay you can do against her (u-turn, start crouching ect.). This addon is also a huge skill issue for the ones who use it because you will quickly rely on that addon since it does all the work for you and gives you so much value for literally nothing. It also makes MDR much more easier to use.
I really hope the developers will look at her in the first half of 2025 because she is nearly in a perfect spot - just needs the Dired Cherry Blossom addon rework, little QoL changes, and some other addons can get a rework.
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Like other users already explained, he has to hit you twice to injury you and it is also much easier to get rid off his weakened. On top of that, unlike Huntress and Deathslinger he cannot zone you out. Deathslinger and Huntress can just hold their power and wait till they can hit you. Unknown cannot do this because he has a timer ofhis power.
His teleport has a cooldown and he cannot control it perfectly to use it as an antiloop. Sometimes the drop comes handy and sometimes you have to wait for it. He also has to work for Hallucination and survivors can remove them easily.
His addons are also overall averageor weak. His best addon is his Captured by the dark addon but with the drawback of minus one Hallucination - to remind you, Wesker and Singularity have a similar addon without any drawback but an additional effect and many other side benefits. Compared to Huntress and Deathslinger, his addons are not much stronger.
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@jajay119 said:
As the title says, I think there needs to be a change in how Lethal works. I’m so tired of loading into matches and being almost instantly ######### slapped by high mobility killers like Nurse, Billy, Wesker etc. it’s really disheartening being chased and downed within the first 5-10 seconds of a match.
I propose, rather than all survivors be highlighted to a killers at the start of the match. It changes to a token based approach. Start with 4 tokens, up to a maximum of 5 at any one time, tokens can be regained by hooking survivors. For each token gained, the survivor is revealed to the killer for 11 seconds when they first touch a new gen.
This still makes it a viable information perk for killers and makes it feel a bit more fair at the start of the match.
If you go down within the first 10 - 15 seconds, that is your fault. Lethal pursuer only shows the aura of the survivor and does not down them or makes them unable to move. If you hear the terrorradius it is up to you what you do. Either you go to a strong area or stay in the open so Billy can chainsaw or wesker can grab you. At the start every pallet is up and it the strongest moment for the survivors. You can also run Distortion which is still a good perk.
Otherwise, if we would look at the right things and not complain about the wrong ones, I agree with sizzling. Some killers need a tweak and not a perk.
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In terms of strength Dredge and in terms of winning Sadako:
Sadako is a rather weak killer with many drawbacks and problems but despite all that, she has a good killrate and feels consistent. The reason behind that is that in many matches you will have that one survivor that don't know how to play against her. You will get a condemned kill on this one pretty easy and this will often lead into a win. Survivors often don't know how to play against Sadako and this is an advantage that makes her in an awkward way strong. It is also difficult for the team to protect this weak link because Sadako ignores bodyblocks and can often prevent a comeback on the survivor side. On top of that, it is not only the condemned part but also how to loop against her. Many survivors still don't know (or forget) that you cannot stun her when demanifest - they will drop the Pallet instead of playing around it. She can also take advantage of little mistakes (like being lazy with tapes). However, once you face a group of survivors that know how to play against her, she will feel so weak. These survivors know how to grab Tapes, keep TVs off, manage their condemned, and know how to loop against her. There is also the issue that her invisibility is still bugged which limits her already small anyi-loop even more. But even than, good players will keep this ability in mind. But don't get me wrong, I don't wanna implement Sadako is a skillless killer. You still need to play her well to get the value and she also has a higher micro gameplay than dredge (e.g. keeping an eye on the HUD to know who has how much condemned, who grabbed a Tape and where ect.).
Dredge, on the other hand, can threatening survivors with his power and it is more difficult to play around it. Dredge's power is also more reliable (no big cooldown, less ways for survivors to turn it off, has better map pressure, Nightfall will happen and can turn a match into his favour). His Nightfall let many survivors struggle but with how common WoO is, these survivors have something to deal with the darkness and experience players also struggle less against dredge. A good Dredge player can also use lockers to their advantage and many survivors are not aware of locker placements which will hit them off guard by using lockers as a chase tool. Lastly, Dredge has better addons overall. However, he is also map depented because bad locker placements limit his mobility but still give you more value than bad spawned TVs and he still has his Remnant for antiloop and Nightfall for detection - if the weaklink of the team is hiding, dredge can find them unlike Sadako.
Overall, in quantity Sadako is stronger but in quality Dredge is much better. If both face equally strong survivors, Dredge will perform much better than Sadako due to being more consistent and having something reliable.
I love both but Dredge more and he is my third main since his tweaks (I was a huge enjoyer on release but at that time he felt so pathetic that I stopped playing him) because he has a higher skill ceiling and you can pull off many tricks. At some point, you will fully discover Sadako but when you play Dredge there is always something new to discover- and this as well as the already discovered things makes me more happy and gives something satisfying than condemn-kill a survivor with Sadako.
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For the game:
- Reworking or removing Map offerings to make the game overall more healthy. They can also rework every offering because there are so many of them and most of them are just useless (e.g. would be nice to have offerings that give us extra Rift fragment points or XPs).
- Improving sounds by making all survivors equally loud (grunts of pain, breathing, hitting sounds ect.), sounds on maps better (e.g. sometimes sounds just disapear on Ormond while mainroom on larrys is way too loud), and make sound notifications better
- Filters - nothing special but just the option to increase or decrease the brightness
- Reworking Eyrie, Badham, Crotus Prenn Aylum, Haddonfield, and Swamps
- Solution for the 2v1 situation on both sides (maybe with a hatch rework too)
- SoloQ improvments like quick message wheel, see teammates perks in lobby
- Faster way to spend BPs
- Daily Ritual updates
Killers:
- Tweaks with some QoL changes for Artist, Spirit, Wraith, Pig, Deathslinger, Unknown (all deserve some little tweaks to make them smoother and some of their addons should get a rework).
- Killer Update for Pyramid Head Nemesis by reworking their addons. Legion, Ghostface, Onryo, and Trapper to make them better
Survivors
- Reworking Toolboxes, Keys, Medkit addons
- New items
Otherwise, buffing, nerfing, and reworking perks
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Agree. I really like the Unknown and his current cosmetics look amazing. I love the fact that he got a full anniversary outfit as well as a rift cosmetics (and soon a community cosmetic in either rift 22 or 23) but these are time limited and I wish Unknown would get more store cosmetics because ohterwise it only has its release cosmetics in the store, which is a bit sad for the mains but also the feeling as if Unknown had been forgotten by the developers. Unknown also has a good base design for many ideas and can use female as well as male cosmetics idea. I would also love it if Unknown would wear a survivor cosmetic (like from feng or meg), that would be funny.
I also hope Unknown will be featured in an upcoming tome even though the developers said they don't want to do this and the next one might be Houndmaster but it would be nice to give Unknown more love - Unknown deserves it!
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858331#Comment_3858331
Popping in here as well, as we've seen all the love for the great cosmetics from Dead by Daylight Mobile! While we don't have any details to share at this time, we can confirm that we'll be looking into bringing some more of the existing cosmetics and adapting them to PC and Console in the future.
These are great news! Thank you very much for trying your best to get some dbdmobile cosmetics for the core game!
@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858625#Comment_3858625
yes please and thanks for the confirmation, I think those Outfits already adapted were well done, good color pallets and added torn/used Details where the mobile versions felt too new/plastic
Please consider that spirit puppet one and this elodie Outfit
https://us.v-cdn.net/6030815/uploads/RGN9DJ1QL3E8/image.jpeg
I really hope they will get the Marionette Spirit skin. It looks so amazing
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Wraith is in a fine spot. He is a free and simple character which means new players have an easier time to get into "how to play killer (the basics)". If you give him something special or complex, this could increase his skill floor which means new killer players have no easy to pick up killer anymore. I also think even the more experience players enjoy these type of simple killers. On the other hand, since he is a simple killer, beginner survivors have an easier time too. Beyond that, even though he is a simple killer, is not a weak one. He is an average killer that can deal with every type of player.
The only thing he could get are some QoL changes like slightly faster uncloak and speed - make these addons half basekit. But I am kinda afraid that when the developers change Wraith, they could give him a visual heartbeat.
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@skiizor said:
So I've been waiting for ages, and one of my favourite Nea skins is finally in the game, but when I wanted to purchase it it only says 'Available in - From the Rift Bundle'. When I searched through the bundles I couldn't find this skin in any one of them. Not even in 'From the Rift Bundle' one, as it says.
It might be just me, but how does one supposed to get this skin?
Thanks for letting me know if any of you know!
According to DbDInfo, the nea Outfit will be available from Dec 24th - 31th as a From the Rift Bundle.
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@ProudRinMain said:
Better change would be to make her cooldown take 10 seconds to recharge by default ( if fully used up and obviously less than that if less of it is used ) and if a Spirit player runs a duration add-on, it goes back to 15 seconds and not any longer. And rework ALL recharge add-ons except for Teacup and maybe Uchiwa.
What they did to duration add-ons was really really awful as there was a better way of going about adjusting them.
( making ALL duration add-ons cap at 15s if the power bar is fully used up and making them NOT increase the power recovery speed when the power isn’t fully used up )
This would make duration add-ons viable while also making sure the recharge time is exactly like the recharge time without the duration add-ons ( hope this makes sense as to what i’m trying to say )
That sounds very cool and would make her addons more viable. Locking the recharge addons behind fully using the power would be a great change to avoid a too short cooldown but to enable a better map mobility and more use of duration addons. 10 seconds would be fine and we could other addons than recharge.
I also feel like she needs in general a small addon pass because some of them are either useless or unhealthy in some way and there are options to make her addons more interesting. Her addon dework was a bit rushed and harsh. F
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@CrypticGirl said:
I hope you can still at least purchase Baermar's sweater? Even if I don't get to wear it, I still want to have it before it goes away…
I think so but you just cannot equip it - similar when you could not use the RE skin for Blight in 2v8.
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@Depressedlegion said:
What was wrong with houndmaster?
Here is a video that explains the bug/exploite well:
https://www.youtube.com/watch?v=-_VdhfCHEcgIn short: There is a bug that gives her perma-haste when using the snowman.
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The problem is that this would seriously hinder achievement hunters and people that just want to play on the map for the aesthetics or because they find it fun.
Why do have all of my survivors an archievement on Eyerie and Badham? It is never Toba Landing, Nostromo, or Borgo. Where are these creatures? On a more serious note, archievements are optional and it should never be okay that these ones are more important than the fun of the game. Also, you will get these archievements by playing the game. There is no achievement for a speed run. Also nice that one player can choose the map which is fun for them. What is fun for the others, seems not so important. This is really egotistical. But when it's not 100% fun despite the map offering, then just dc/give up - does not matter if this makes the match miserable for the other four players. A game can never be 100% fun, especially not a PvP game. There will always be matches that are unfun or boring. Happens and if this few moments are too much for someone, then the game might not be the right one for this player and should move on.
My suggestion is to, instead of deleting the map offerings, simply get the most survivor sided and the killer sided maps and bundle them together in a single realm to discourage usage for advantage.
This has worked for Garden of Joy, which in the past was a desired realm for all survivors, but since they bundled it with Greenville Square, which a fairer map, survivors have stopped bringing the offering. I suppose the same thing will happen to Ormond, since although the Ormond Resort is survivor sided, the new Ormond Mine seems much better for killers, which should drop the Damaged Photo usage.
This will never happen because of lore and it might be to complicated. Also, players stopped bringing GoJ offerings not only due to the other map but also because Eryie is just the best survivor map due to how simple it is. These players need simple and reliable strong maps to play the game. GoJ is still survivor sided but has sometimes "bad" RNG and you have to use your brain sometimes. Adding balanced or bad survivor maps to the realms that have strong maps, will not solve the real issue and is only a temporarly fix.
Just rework map offerings so they lower the chance for the realm instead of increasing it. Then, keep on reworking unbalanced maps. This is the right way to make the game fun and balanced for all. Putting all of the bad maps together will just result into a russian roulette.
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In fact, it helps the killer a lot when a survivor is opening a chest because this means they are not on generators.
The biggest issue with this offering or rather with the addition chest is that a chest has a higher priority than killer items, which means Sadako's TVs, Xenomorph's Controlstations, and Plague's Fountains will have a really bad spawn due to more chests. But this is not an issue of the offering - it is an issue of how the RNG works in dbd.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857001#Comment_3857001
Nostromo has a lot of dead zones. In fact at least one corner of the map is a giant dead zone. Toba is balanced though
Nostromo has not a lot of dead zones. The mainbuilding has always three pallets which are good and usable. The left and right side (from the mainbuilding if you look to the mainbuilding) has the typical tiles like junble gym or 4 lane walls and between them, there is a filler pallet - the left side also has a little filler pallet. Infront of the mainbuilding, there are four filler pallets. Behind that, there is the short "4lane wall" which has two pallets. Then there is the shack with a pallet to the right. Only the edge of the map is empy but this fair because it is a rather big map. The map also has a reliable spawn logic for generators and you have a good view over the map which makes it easier to find gens. So, Idk what you mean with "has a lot of dead zones".
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These stupid snowman are so annoying for both sides and can be really game changing when you got a stupid bodyblock. These moving snowman are a hug mistake.
