Iron_Cutlass
Iron_Cutlass
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- Iron_Cutlass
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It seems like over the past few months we've seen a larger amount of these accounts. It's starting to get really annoying and has resulted in me using the forums less and less; it feels less like people want to discuss topics and things are becoming more and more about baiting reactions or making absurd posts/comments that only serve to waste everyone's time.
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@CountOfTheFog said:
There's also an achievement for finding the little exploding gopher on yakahoma estate.
I had found him on Switch and then again when I moved to PS5 and it gave me an award.
It looks like a little white animal and then it explodes into a gopher. I forgot what the animal is called but it looks like a gopher.
It's a Tanuki I believe. Also I ended up getting that achievement but it also took awhile to get.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810786#Comment_3810786
….. the killer has like 18+ hooks to get. You want 18+ chances for hooks to fail…. so instead of hooking 18 times, your going to be hooking 30 times. that is a large problem alongside fact that with 8 survivors, the opportunity cost for doing these activities is considerable smaller than 1vs4.
a flashlight save requires 1 player down and 1 player off-gens. that is 50% of the team. In 2vs8, 2 player is 25% of the team. It is far lower player investment. it is literally going encourage tunneling.
In 2vs8, 2 players are 25% of the team. It is far lower player investment. It is going to encourage tunneling.
When you ignore nuance it is 25% of the Survivors team… but you need to realize that there are 2 Killers in this gamemode for a reason? Like the gamemode does not stop everything because 1 player got a Flashlight save?
While this is occurring, the other Killer is still pressuring Survivors, getting chases, hits, and hooks, which overall can lead to an equal or close to equal % of Survivors being occupied.
On top of that, you dont start with a Flashlight or item in 2v8. You have to go out of your way to try and find one, meaning you have to waste more time compared to a normal match (where you can select it in the pre-game lobby).
Flashlight saves in 2v8 are not going to "encourage tunneling", I think this is fearmongering since tunneling happens regardless of the match state since getting players out makes matches easier and leads to wins.
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2v8 needs more Survivors so Im fine with this, the queues were so awful that it ruined queuing in general across all modes, and 2v8 Survivor before was way too boring for me to enjoy.
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@ohheyitsbobcat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810347#Comment_3810347
Looking into it, it seems like it's mislabeled on PS4. The PS5 version shows it as 100 while the PS4 version says it's only 20. I'm guessing the 20 is an error and it still requires 100 which is a shame. :/
No, it still requires 20 on PS4, I remember getting the achievement back when I played on Console.
The PS5 version of DBD ported over the older versions of the achievements so it's set to 100 for that reason, it's also why the other values for achievements are a bit jank.
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I believe that Dracula is stronger than they give them credit for.
The Bat is an amazing cut-off tool and heavily reduces the amount of distance from a hit, you basically have a built in Save The Best For Last into your power… that being said, it can also be unfun to play against since the difference in distance really shuts down a lot you can do depending on map layout or resources (and lack there of resources)… but also unfun does not necessarily equal unbalanced either so I think it is fine as it is for now.
Hellfire is… a bit too much. If Dracula ONLY had Hellfire, Id say "buff it" but Hellfire in its current state is really strong when you consider the fact that Dracula has multiple powers. The presence of holding Hellfire alone is strong enough to get hits solely from zoning pallets, and it makes bodyblock pointless and unhook extremely unsafe for you and the other Survivor… Pyramid Head does not have this issue as much since Rites of Judgement has more restricted turning compared to Hellfire.
The Wolf form is fine. Im not a fan of the Haste you gain from Scent Orbs since a lot of people just use it to mindless run around loops or stack it with Haste perks to make playing against it really miserable. Honestly nerfing the Scent Orbs and buffing the Pounce would overall make it more fun to play as/against.
A Dracula player who can utilize their entire kit can definitely put in a lot of work. The issue is that a lot of players dont want to learn the intricacies of when, where, and how to use all three powers to its fullest.
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Never used Windows of Opportunity ever, but I think your point is a bit dumb here when you consider the Killer end of things.
Both sides have a meta, and when you remove that side's ability to play with meta, they begin to tank their performance… what about Killers who lose because of no slowdown? Are we now going to say slowdown is a crutch because Killers lose more often in instances where no slowdown is present?
The common response to this is "it's not entirely a crutch since past a certain point it becomes necessary to use to win," to which I reply, wouldnt that statement also apply to the other side?
People complain about "crutches" while turning blind eye to their own, because if they lose, they have to find a reason behind them losing, and they pin the blame on "crutches" as a result. We've seen this with non-problematic perks on either side in the past and we still continue to see it, this is no exception.
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Calling the Twins rework as "sad case" is uhh, certainly an idea to have.
The PTB where Twins got reworked, they were beyond busted. No counterplay in chase and could down Survivors in literal seconds, all while having the ability to remain at two places at once. On top of all of that, it destroyed the gameplay that Twins players had formerly enjoyed, leaving her in a state where the people who played Twins were not happy and people were not happy to play against Twins either.
They didnt leave "Charlotte and Victor in the bin," after their rework they received a lot of buffs and were in an amazing spot, and a lot of Twins mains I know were already expecting Twins to get nerfed following the whole "rework" since some of the changes made were just a bit too much. Twins is in a good spot now, definitely not a popular pick, but a Killer can still be good and healthy while remaining unpopular.
"Also Twin's power can become disabled permanently thanks to a bug," a bug is a bug. They will get fixed. This quite literally has nothing to do with the rework itself and just feels like a moot point.
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What would be the point in this when you can already see the Aura of slugged Survivor.
I mean, I guess it would counter Knock Out… but at the same time, Knockout would be made literally useless and would require a rework.
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Ive seen a lot of people say "Survivors DC or give up because they dont feel like they have a chance of winning matches and the game is favoring Killer at the moment" but frankly I just think it is burn-out more than anything else.
If you are frustrated with DBD, just dont play the game, nobody is forcing you to play except yourself, and I dont see the point in playing a game that actively makes you upset or frustrated.
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People can bring map offerings if they want to, even if I dislike them, they are part of the game.
Though I do prefer random maps for obvious reasons…
https://www.youtube.com/watch?v=IPFiKEm-oNI -
@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/428107/i-dont-think-this-is-right
I really like how your game looks, are you using some filters or is this how the game looks like on high resolution (I have a potato pc)
Ultra Graphics (among a few other things) with Deuteranopia (Red-Green) set to 100% in the Accessibility are the only graphic settings I use. Some of the settings I have turned on that make the game look a bit nicer have to be enabled through the game config since they are not accessible in the settings, they are not required to make the game look like this tho; and some Linux start-up options that improve performance and RAM usage, I dont need them but I like to have them.
I do have the option for filters but I only enable them on Coldwind Farm since my Accessibility settings make it harder to see on Coldwind (and only Coldwind); any other map I play normally. I thought about making more filters for more maps or making a universal filter but I have not done it yet and the DBD forums seems to get upset from that type of thing.
Keep in mind that playing on Ultra sacrifices a lot of your visibility to make things look nicer (very apparent with the particle engine and fog).
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Knowing when to drop chase it not easy for a lot of people.
I typically think of how long I have already been chasing, if the Survivor has been hit during the chase, was already injured, or is still healthy can also play a part in this since it is often more ideal to leave a long chase if you have already gotten nothing from it.
I also like to consider the location of the Survivor, nearby resources they have access, and perks they are using that could extend the chase further. If a Survivor runs themselves into a deadzone, of course Im going to take my hit, see where they ran, and decide if it is worth it for me.
Finally, it is important to consider playstyles. Some Survivors actually loop while other Survivors camp pallets and instantly drop them when you get close. While camping pallets might be boring to go against, it burns through resources faster, so you get hits later on you otherwise would not get since Survivors have less to work with.
TLDR; there is a lot to consider, it is mostly personal preference and experience that dictates what you do.
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@Sngfun said:
Do you have some kind of filter? Because the color pallet here is oddly really beautiful
Deuteranopia (Red-Green) Colorblindness ~ 100%
It can be found in the accessibility settings. I use it because I struggle to tell the difference between red and green on certain map foliage.
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They kind of do already. While ADS, you can hear a ringing sound within his Redeemer range. A lot of people kind of forget about this.
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This is not a good idea.
You can easily hit the Survivor unhooking, and then wait for them to finish the unhook, and go for the unhooked Survivor since them being close enough will count for a Protection Hit; thus it would be useless and not prevent tunneling, in fact, the counter for it would literally promote tunneling immediately off the hook instead of going for the unhooker. Decisive Strike would be a dead perk.
And Survivor entering a Locker to "force" DS is hardly an issue. You can ignore them, you have the choice as to rather you actively want to be hit by DS or not. It reduces the Killer's pressure if they decide to wait out DS instead of pulling them out since they can no longer slug the Survivor and go for someone else, but it's not "weaponizing" DS, it's using an anti-tunnel perk strategically to make tunneling less effective.
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@AmpersandUnderscore said:
The pharmacy nerf in 6.1.0 was confusing at best. Like you said, this perk has been hit directly and indirectly several times, and already suffers from the fact that chests are largely a waste of time.
Forcing you to waste time while injured makes this borderline a killer perk at this point. Unfortunately I don't think this is on their radar, since even the player base seems to forget this perk exists.
I really do hope they look at this perk and revert some of the changes directly made to it while buffing it to make it more in line to what it originally was.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805550#Comment_3805550
I imagine a permanent aura reveal of yourself to all injured survivors (like a reverse empathy) could have its uses, especially for certain archive challenges in solo.
Empathic Connect already exists. Which is funny because it got buffed as well and everyone either forgot about it or complained since the aura reading effect was used by some players to sandbag. 💀
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/427891/pharmacy-got-gutted-over-the-years
I forgot Pharmacy existed till you just mentioned it lol
Im not surprised. This perk was not popular to begin with, despite not having a bad effect, it was generally always overshadowed by other perks but did have a niche. The issue is through direct changes and indirect changes, it lost what niche it had, and it's effect has gotten worse and worse as power-creep has made other perks better and better.
Nobody is using Pharmacy nowadays, and the only usage rate it has is solely from Adepts. This perk is beyond dead, it was killed and rolled through the mud several times.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802359#Comment_3802359
it normally requires the Killer to engage with their own power in a way that requires some level of skill or effort to pull off
i can't think of any other killer than pyramid head (edit: and unknown) whose power is harder to hit than an m1 so i don't agree having to hit with power is much of a challenge for almost any killer. i agree with the sentiment that it would be punishing counterplay, but it's a purple add on just for sloppy effect, and we also have for example iri umbrella badge for nemesis that exposes survivors for using a vaccine, horn for wesker that applies oblivious for spraying etc.
Well there are two things BHVR can do to address this then:
- Keep the rarity; Increase the duration and make it only apply on hits after using Flight of the Damned or a short duration after using Mage Hand.
- Drop the rarity; Keep the effect and duration.
Also getting a hit with their power is not necessary difficult, it's moreso that it fundamentally rewards the Killer for using their power and making good plays; which either requires skill or effort. This addon design is just weird to be since it is the inverse of what we normally see, you are actively discouraged from using your power if you want to get value from this addon.
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I think the reason why it has a smaller duration is because the "Magic Items" are intended to be the counterplay for Vecna. If you make an addon that punishes Survivors by engaging with the counterplay, it could be deemed too strong.
When you look at other Mangled addons, it normally requires the Killer to engage with their own power in a way that requires some level of skill or effort to pull off; this addon is the opposite, the Survivors need to engage in counterplay and you dont use your power in an effective manner to get the hit.
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You need to dedicate 2 perk slots and For The People does not work with either of them. I think it will be fine.
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None of them are good. But at least Hex: Huntress Lullaby actually does something.
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WoO is the most non-issue thing in the game at the moment.
Like comms in SWF accomplish the same thing (of telling you what pallets have and havent been used), and WoO uses a perk slot.
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Hiding your aura isnt helpful anymore when I can just see your scratchmarks on the other side of the map.
Current Distortion hides Scratchmarks… I dont know why people forget that Distortion does this?
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@Rigbeta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798357#Comment_3798357
There is a MASSIVE difference between 3 Gen Skull Merchant and Blight Hug tech because one Massively Increased the game's Life by an inordinate amount and the other was an exploit that removed the Blight's intended weakness, making games usually much shorter.
Giving such an example does not award brownie points.
It was considerably more appropriate to either DC or give up in a 3 Gen game because it was massively unhealthy.
Blight's was less unhealthy but still very much an unintended feature that removed counterplay to a significant degree.
The current version of skull merchant has PLENTY of counterplay but people lose their minds because as I pointed out multiple times, The Character punishes poor team awareness as a whole similar to many other killers in DBD.
People just like having something to hate.
The changes are overkill. Anyone with a brain and overall ability to comprehend could easily look at them and see that.
They could've removed her ability to recall hacked drones and forced her to manually walk up and grab them.
They could've made Locked On Decay.
They could've massively reduced Claw Trap Timers.
They could've just did numbers reduction.
But instead they removed a feature, Halved her Hindered, and massively nerfed what is described as her "Chase" power to make it into a joke.
The character has to have SOME level of playability, and the concept they had created was "Mounting dangers" in the form of "The more scans the more lethal she gets".
They could just TELL US what they are planning for her rework. But instead they have opted to give Vague quotes like the one on Reddit.https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798452#Comment_3798452
It's just unbelievable.
I would prefer knowing because right now they have just made it known that the character is basically done.
PTB doesn;t mean it will go live, but the fact that it is so severe is reason enough to be worried because it completely neutralizes her.
You might as well be playing Clown, or Mastermind, or literally anyone else because her Chase is massively reduced and her Lack of Haste removes her ability to actually make efficieny out of pursuing someone who activates her Radar.
You could just play Aura reading Huntress for immediate damage. Or Dredge for better map presence. Or literally anyone else because her entire power will be so easy to counter in high MMR she will be clowned on.
And the hate train WANTS that because they're malding over a character that they have to plan accordingly against.https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798364#Comment_3798364
Many Killers use horrid tactics and take advantage of error in design. For example; your profile image has a very notorious and well-known playstyle shared with Trickster and Huntress.
And It doesn't matter that adjusting Rotation will be considered "Skill Expression" because it's ONE scan line that won't sweep nearly fast enough and has a long enough cooldown to see coming. All her incentives and actual lethality are nullified for the reasons listed in repeat above blah blah.
The entire change is quite literally gutting a character.https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798291#Comment_3798291
And thank you.
I genuinely think a lot of problems in this game would get better treatment and proper balancing if people actually allowed the data to be what it is instead of yanking the chair from under their legs mid-match or just letting teammate01_ai replacements take the lead.The changes are overkill. Anyone with a brain and overall ability to comprehend could easily look at them and see that.
And I do think they are overkill. I never said "I agree with the changes made and think they were fine," and I will agree with you that most people can tell that it's a bit much.
My original comment stated that the design of the Killer will never leave players satisfied in my opinion, people will either adore her design or hate her design with a burning passion, but, I personally think there is no way to strike a happy medium with players.
They could've removed her ability to recall hacked drones and forced her to manually walk up and grab them.
They could've made Locked On Decay.
They could've massively reduced Claw Trap Timers.
They could've just did numbers reduction.There are all interesting ideas. I really just dont know how much that would affect her gameplay or make her more dynamic.
…And finally, BHVR has already gone on to say that the changes they made are just to hold out until a rework in the future. What this rework will do? I really dont know.
Honestly. If she was really this much of an "issue" to nerf her like this leading to a rework, I think BHVR would have been better off just using a Killswitch instead, like what they did with Haddonfield back in the day, it would have accomplished the same thing since they are practically unplayable.
Regardless of my opinion, or your opinion, BHVR ultimately has the fine say. Again, I will implore you (along with other players) to speak out if you disagree with the changes, since BHVR might make adjustments and address concerns!
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@Rigbeta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797803#Comment_3797803
That's great, so just because you find a playstyle boring, that means the people who enjoy them just don't matter? I love playing as her and against her, but I hate my teammates for throwing a tantrum. I still do my best regardless because literally EVERYONE has characters they hate going against and need to learn how to deal with. I think Chucky is boring because he has anti-loop AND anti-transitional powers, but I still suck it up and utilize what I know to counter him. But then I get thrown into a game where people decide "This is boring" and give up, instead of taking a challenge head on and actually trying to learn HOW to counter a situation.
But I still suck it up and utilize what I know to counter him… …But then I get thrown into a game where people decide "this is boring" and give up, instead of taking a challenge head on and actually trying to learn HOW to counter a situation.
Hey. Guess what. I do the same.
For some reason people have gotten this idea in their head that if someone dislikes a Killer that they automatically "just go next" when in reality not everyone does that, if you went through my post history, youd know that I think people who do it are beyond cringe.
I even stated that I know how to counter her, and I find her to around average to weak in terms of strength, I said this in my original comment. I also hold the opinion that her power is boring and uninspired, and I hold this idea since I thought the Skull Merchant would be so much more than what they ended up being.
That's great, so just because you find a playstyle boring, that means that people who enjoy them just dont matter?
When 3-Gen Skull Merchant was a thing, people would use a similar argument to defend 3- Gen Skull Merchant. Funny thing is, there are people who did enjoy running in circles for literal hours just defending Generators, but that got removed, what about them...
Does a character having playstyles that people like quantify them remaining the same even if it is unhealthy for the general playerbase?
I liked Blight's Hug-Tech, I found it fun to use and fun to against, but it got removed… even though I liked it a lot. While I had the capacity to counter it, a majority of the playerbase did not… and while I still dislike that it is gone, I have the understand of WHY it was changed, and Ive come to accept it as it is.
DBD, at its core, is a casual game, BHVR is always going to cater to the casual audience, and if BHVR is seeing that they are struggling too much, they are going to changes things to address that.
Which brings me back to the question above. And I dont ask this to drag you down, moreso because I was insight into your stance, think of it as the modern DBD "Trolley Problem".
None of this is to say your opinions dont matter. Im just voicing my opinions, and regardless of what I say, it should not take away from your opinion. I implore all players to make their feelings known about the game, since being vocal can lead to positive change, if you love Skull Merchant's design, I encourage you to make Forums Posts and spread your opinion around about the PTB changes.
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@Rigbeta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797639#Comment_3797639
No one has to cater. Survivors just need to actually learn how to use alternate playstyles. You can't go against every single killer in the game the exact same way. But so many survivors WANT it to be that way. The only time a Skull Merchant game has ever been truly frustrating for me is when my teammates DC and/or give up on hook, artificially increasing the difficulty ten-fold.
It's entitlement. Plan and simple. And it's incredibly annoying. It's just extra easy for everyone to jump on the SM hate-train because so many people refuse to learn her counters, accept that some hits are going to be unavoidable as with ALL killers, and finally they are still holding a grudge against the old chess merchant playstyle.I dont hate Skull Merchant because I dont know how to counter her. In fact, I think she is around B-tier in terms of strength (average or so) and has a lot of room for counterplay.
I just hate Skull Merchant because their power design is fundamentally boring considering the infinite well of concepts they could have done instead. In a similar light, it's also why I dislike Freddy. To me, a character's strength does not matter to me if I find them to be boring or have little to no depth to their gameplay.
And for me personally, I find it a shame, I really do. Skull Merchant was a character I wanted to like but I really cannot bring myself to like them in their current state, there is nothing I find interesting about playing as her or playing against her. </3
NOTE:
Since some people seem to think that "disliking" means "they go next everything they see it," Im forced to add this. No, I do not "go next" when I see a Skull Merchant.
As mentioned in my first comment, I know how to counter the Skull Merchant, and I will stick out a match til the very end regardless if I like it or not since my teammates and the Killer are people who deserve the respect of a normal match.
The whole "just go next" mentality is kind of lame. Giving up on hook is lame.
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Predator has a cool-down, so Im sure it wont be that bad. I really dont see this perk being used a lot outside of a few niche cases or for people with disabilities/impairments.
I have a friend who has colorblind issues who loved the change since it helps them stay in chase when they lost a Survivor due to not being able to see them.
Also Boon: Shadow Step still exists, and isnt even that bad, especially on Indoor Maps where the diversion and misleading play-styles typically thrive. It also benefits the whole team and not just a single person!
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Skull Merchant is one of the few characters where I think their design is so bad that regardless of what BHVR does, they will always leave people disappointed.
- If they cater to the people who like her, the killrates will only go up since more people will just give up. Her design is not fun to go against for most players.
- If they cater to the people who dont like her, nobody will play her since she will get gutted and made awful.
I think they should pull a Freddy at this point and do a completely rework since she is just that poorly designed. I know BHVR said that they would never do something like that again but I genuinely think it would be for the best here.
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@Sepex said:
Vecna is a forgotten page in his spell book.
They have a 3% usage rate which isnt bad considering how we have 37 Killers in the game at the moment.
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Here is an easy way of explaining this.
Imagine if playing playing a character with a X addon became so necessary that youd see X on that character for most of your games against them.
If BHVR wanted to make X not feel necessary, they would take some of the values of X and make it basekit.
In this instance, if they dont nerf X while making the value basekit, the values of the basekit changes stacks with X. People will still run X since it would still be the best addon to use, but now the strength of X is amplified by basekit changes.
By nerfing X in this example, it discourages people from using it, while also giving them the benefits of X as a basekit effect. It promotes using a more diverse set of addons but still leaving room to use X if you want to, it creates a situation where you actively weight the cost and benefits of using X in comparison to Y or Z.
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@abyssplayz said:
i'd rather see them work on what's wrong before adding more
It's an online game that is constantly adding and changing existing content. I dont think that will ever realistically happen.
Also the goalpost of what is "wrong" with the game constantly changes with the community. The developers nerf one thing and the community moves to the next thing as a result; and we would effectively never get new content if they followed that design philosophy.
Health patches are important, dont get me wrong, but if they only focused on health patches and never added anything new the game would get stale really fast.
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Lockers exist.
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@[Deleted User] said:
He's pretty good. I think people struggle with both him and Dracula because they fail to utilize the entirety of their kits properly.
I think it is because there are so many different parts to their power to master that you effectively have to learn multiple Killers in one instead of just a single Killer.
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I really, really hope this is true.
My main issue with Lights Out is that camping was really easy. In most of my games, it would be really unfun since the Killer would just stay near the hook with effectively basekit Insidious and immediately tunnel as soon as I got unhooked.
Chases in general are made more easy when you cannot see what pallets have and havent been used from far away as Survivor, which by proxy makes tunneling easier.
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@ReverseVelocity said:
Kind of like the scent orbs? Would be pretty neat. Would be really nice looking with the particle effects as well.
The idea is to kind of have it act like Scent Orbs but instead of it being the direction they traveled, it is focused on the general direction they are current located (when the Phantom Animal was created). This way you can use it to go for cut-offs using the information from the Phantom Animals AND Scratchmarks/Particles instead of just having to make a guess.
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When the anti-tunnel perk helps deter tunneling…
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I think my main issue with the Survivor role at the moment is just how awful it is to gain Bloodpoints compared to before.
There really is no reason to play Survivors when you can do so much and earn so little, while as Killer you can do so little and earn so much. In games I do really, really poorly in, I still earn more Bloodpoints than the Survivors.
On top of that, the BP scores rely on the Killer not being good at the game, but not too horrible at the game since they need to get hits/hooks for your BP… meaning it is just further more reliant on others and luck.
The BP scores needed to be tuned a bit more imo.
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@Sngfun said:
You have to find the right killer though, the perk is SIGNIFICANTLY better based on killer power. Such examples are:
- Singularity
- Spirit
- Vecna
- Twins
And some slightly worse picks:
- Myers
- Wraith
- Demogorgon
As a Demo main, Id argue Coup is decent on them.
Coup is like Shred but it can curve around objects, and the existing of Shred allows you to save on Coup stacks for when you really need it.
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Looping. No Windows of Opportunity. The most fun approach in my opinion.
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When Eruption Overbrine was meta, Id still see people tunneling in my SoloQ games, and most of the time it was an absolute slaughter.
When regression is at its weakest, you see tunneling, but you also see it when regression is at its strongest… this is because getting a single player out and forcing a 3v1 is the easiest way to win, the path of least resistance, so players will opt into it regardless if it is necessary or not.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793434#Comment_3793434
you understand that looping was unintended mechanic at first, right?
A lot of things in gaming are the result of unintended mechanics and ideas; some can make a game better, some can make a game worse, but it's really subjective, but the idea that "it's unintended and if you happen to stumble across it you are suddenly a bad person" is beyond stupid.
While we can voice our opinions for or against the Hug-Tech, the only opinion that matters is the developers', since they get the final say.
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@Bookern said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793075#Comment_3793075
Everybody was hug teching when the wesker swarm happened also you have that flipped
Considering how difficult it is to consistently perform the many Techs that Wesker has, Im going to really doubt this, since the only people consistently performing his Techs are Wesker one-tricks. Even when Wesker was popular, I RARELY saw anyone perform his Hug-Tech, what few times I did see it, it was easy to counter.
I really, really think people just die and instantly think it is a Hug-Tech instead of taking time to actually process how they died and how it could have been prevented.
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@Nazzzak said:
POSSIBLE SPOILER
I haven't finished the game yet so won't read ths bottom half of your text, but I'm assuming Andy Dean might be a future survivor? He's mentioned in a magazine you pick up. I put possible spoiler as I don't know if he's mentioned again in the game or is just a one off hint in the magazine
https://us.v-cdn.net/6030815/uploads/66B8TGJYHNQ1/191c06ab3b254-screenshoturl.jpg
Here is the thing that makes this difficult (dont worry, no Spoilers, just DBD lore).
The Entity feeds off of emotions. Not just fear, but hope, sadness, happiness, etc. Once a Survivor or Killer is unable to provide the emotions necessary to sustain the Entity, they are thrown into the Void, it's basically the Entity's garbage bin, a wasteland of nothingness.
Very few characters have escaped the Void (as far as we are aware), Blight, Vigo, and the Observer are the only notable characters that we are aware of that have escaped the Void, although there is potential for more.
Heck, even escaping the Entity is not really explained. It is still unknown if finding a way out of the Entity like Vigo did will return you to your Earth/Terra of origin.
Since the character you mentioned is not in the game or mentioned, they could have thrown into the Void… which is why I mention all of this. In terms of possibilities, we really dont have much. It's just kind of hoping and praying we get something.
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@Ekrizdis said:
Judging by the ending and that next chapter is original yes i think its safe to say that Mr stone is the the next killer. With possibly either sam or Madi as the survivor
I really hope it is Sam. One of the few characters I actually liked.
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Sable feels more like the stereotype of what a goth is instead of actually what a goth is. Like they are still "goth" but leaning more towards the mainstream idea of what a goth is, while also just failing to deliver on what goth is.
Part of this is just about sales. Why appeal to actual goth culture when you can skim in the line for the sake of profits? Since ACTUAL goth culture wont sell since it is generally not appealing to most people.
I was hoping for the more hardcore goth stuff, like straight the Victorian-inspired dresses mixed with punk and modern concepts, but we hardly got that. :(
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Very quickly Dracula has become unplayable
Dracula is not a bad Killer tbh, and Ive seen them a lot in my games.
Here is the thing though, you are allowed to not enjoy things. If you dont like Dracula, that is perfectly fine and cool, but that does not diminish how good they are either.
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@GolbezGarlandGabrant said:
I've been noticing an uptick of people using OoO in my killer matches and it makes me wonder if people are already letting go of Distortion.
They should, Distortion is an awful perk.
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@ObsidianButterfly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791468#Comment_3791468
You just admitted that CoB is terrible in every regard. It's regression sucks and its information sucks and isn't as reliable as Surveillance. If it's good enough as is, why does it never get used? Does the fact it does both automatically mean it should be garbage?
For the record, I'm not of the opinion it should be buffed. I would probably prefer it be changed to do something else. However, I simply do not agree with your logic and argument.
You just admitted that CoB is terrible in every regard.
Except I didnt? I still choose Call of Brine when I use Generator kicking builds, I just weigh in rather I use it or not, I have to think about my options and consider what works best for me, which I consider to be healthy design.
Refer to my first comment(s).

