Iron_Cutlass
Iron_Cutlass
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@Ohyakno said:
What about survivors breathing? I'd consider that as important as all the other stuff.
I am worried that displaying it on certain Killers or situations could provide information that other people would not traditionally hear and thus provide a massive advantage, so testing is definitely required for that and I cannot say for certain at the moment.
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@Caiman said:
I always say this: tweak Hemorrhage so that healing regression only occurs while running. This lets Solidarity and Resurgence work without requiring special coding, and it'll barely impact the status effect beyond that.
^ This. I was thinking of some convoluted solutions but honestly this seems much better than anything I came up with.
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There is a way to fix the order (only temporary) but it is annoying that it isnt the default option and you have to go out of your way to fix it.
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@Peanits said:
These notifications are being removed in an upcoming patch. They will only appear in the store to help you find new outfits, not in the character selection screen.
Can we just have a button in the shop to remove these notifications? Either that or can they be made temporary and go away after a certain amount of time?
I find it annoying to see the "new outfit" icon for outfits that Im already made aware of from the promotion material and/or the "featured" section of the shop.
For single piece sets spread across multiple Survivors it can be especially annoying to manually click through all of them to remove the notification (e.g. the Iron Maiden collection, the Cats and Dogs collection, etc.), so have a button to just outright remove them or have them passively go away would make it easier.
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The gamemode isnt even out yet?
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To be fair we usually see the amount of players start to fall off towards the end of the Anniversary, so the "last 30 days" statistic is not super accurate at the moment.
Also Steam Charts are not representative of the entire community since the game is on multiple different platforms.
I do think the bugs/glitches should be fixed, and Im sure BHVR is working on it, but I dont think this is a good representation of your point.
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To be fair, they advertised the system as "anti-facecamp" instead of "anti-camp".
I do definitely think there are flaws with the system that should be addressed though, but I do also think it should remain relative to the original intent, which is preventing facecamping or camping directly by the hook.
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People call that a "crane"? Ive always referred to them as "snow cats" based on the original "Tucker Sno-Cat".
I know this is completely unrelated to the point of the post, was just curious about that.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761376#Comment_3761376
Just because we have some outlandish things already doesn't mean we need to push the envelope even further than what we already have.
Dredge has a skin where he is literally just a giant toy (even has a Deep Rift variant).
Still in line with Dredge's character of being based on the boogeyman, as that covers everyone's fears of different things.
We have characters from non-horror IPs.
Which is it's own entire problem too and one i'm very much against as well.
Where have futuristic pop star outfits and a literal k-pop Killer.
Trickster still works as a horror character, the same way Norman Bates and Patrick Bateman does, the music genre chosen for him doesn't change that as any other music genre would have made no difference for his general character and horror.
Also not only are futuristic cosmetics at least grounded enough to be closer to normal clothing, but they also had elements of fabric tear, blood stains, dirt and mud to them to fit with the game's theme and aesthetic.
The new cosmetics from the rift are just DBD mobile levels of clean and has a bunch of particle effects attached to them like they're TF2 Unusual cosmetics.
We have a lot of lore surrounding unnatural events and phenoms.
Yes, but this is irrelevant to the lore and with the exception of those that are featured in tome cinematics, cosmetics in general aren't canon and neither are their descriptions canon events, that's why outside of the outfits that appears in the tome cinematics, most of those that do are default outfits only.
Most of the previous cosmetics wasn't pushing the envelope this hard and in fact looked like something that would naturally fitting when combined with other cosmetics.
I think past a certain point, the "this doesnt fit" eventually starts to fit once it becomes the norm.
Except this is just going beyond the point of ''This doesn't fit'', this is straight up just going into DBD mobile/Fortnite territory, unlike most of the previous cosmetics we've had, these new cosmetics goes against the game's established theme and aesthetics completely with the inclusion of things like floating glowing bits effects and glowing hair for Survivors.
Agree to disagree on this?
I think this leans more towards an opinionated topic since I use to feel that way before but over time I have grown more use to this kind of stuff. Past a certain point I just kind of stopped caring since the game has changed a lot and so does the game's art direction, we are not in 2016 anymore.
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@Smoe said:
There's been cosmetics in similar vein as the latest rift cosmetics before in the past, however most of them at least felt somewhat grounded to something in line with what the characters would actually wear or own and at least they had elements of fabric tears, blood stains, dirt or mud on them to make them look worn and fit in with the game's themes and aesthetic.
These new rift cosmetics however just straight up feels like we're moving completely away from those aforementioned elements and is instead moving too far into DBD mobile/Fortnite/Identity V cosmetic territory where outfits are made just to look like eye-candy for the sake of just being eye-candy just to sell as much as possible with zero regards for the game's actual themes, aesthetics or characters and i'm quite honestly not a fan of that. (Especially with Survivors and Killers getting these additional details such as fox tails, floaty glowing bits from their Spirit animals, glowing hair and what not.)
I wish we'd move away from these fantastical and eye-candy looking cosmetics and instead go back towards more realistic and grounded looking cosmetics with more focus on the aforementioned elements mentioned in the first paragraph above to actually fits DBD's horror aesthetic and atmosphere.
DBD already has a lot of outlandish things.
- Dredge has a skin where he is literally just a giant toy (even has a Deep Rift variant).
- We have characters from non-horror IPs.
- Where have futuristic pop star outfits and a literal k-pop Killer.
- We have a lot of lore surrounding unnatural events and phenoms.
I think past a certain point, the "this doesnt fit" eventually starts to fit once it becomes the norm.
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https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760904#Comment_3760904
Ya know, referring it as ______________ does not seem like a bad idea. Though ________________ also seems like a pretty good option if you think about it.
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My game is still updating on my dial-up internet (it isnt actually dial-up internet but it's about as slow as dial-up internet), Id have to look at it ingame before I throw a few guesses around.
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@GolbezGarlandGabrant said:
Wishful thinking but I would want it that way until they decide to update it🤣
Pull a Haddonfield and killswitch it until it is reworked?
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This.
It was a bug on PTB but a lot of players liked it so I think it should be added as a feature. You cannot spam out the same guard over and over, and it encourages you to use your full arsenal at your disposal, which I think is overall an amazing idea.
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@GentlemanFridge said:
https://twitter.com/DeadbyDaylight/status/1813197766127993238
Remember, you can accrue watch time from any DbD streamer, not just the official channel! So if you miss the stream, you can always stop by your favourite streamers later!
Not a fan of Jonah but I might get this since Im bound to do his Adept and I really dont like his default appearance.
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@Legendary_deedee said:
This needs a nerf it’s way too easy to use and it’s oppressive on certain killers and it also has no counterplay. Even if you pick up the item the aura is still revealed if they’re using Lethal Pursuer. Since, y’all changed Superior Anatomy to not work with lethal pursuer why is weave of attunment working when it has almost the same function just activated differently. That needs to be changed and I think the perk needs a complete rework because I shouldn’t be able to drop a item at will and get revealed by the perk nor should I get oblivious when I pick my item up. So it’s either the oblivious status effect has to go and lethal purser shouldn’t extend the aura or this perk needs a complete rework.
Lethal Pursuer does not modify Weave Attunement, it never has. The "lingering" effect has to do with the item pick-up animation having to fully play-out before the Aura Reading is stopped.
Ive even tested this using my console account in a custom game. Lethal Pursuer does quite literally nothing to Weave Attunement.
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I think it is more of a netcode issue.
Killers can get hits from mile away because the netcode has determined that the hit is close enough to be considered valid. Youll sometimes get hit from miles away or through structures as a result.
Survivors, if they lag enough, can effectively negate a hit or teleport around (being more difficult to hit or just outright evade the Killer). Lagging can also affect Scratchmarks and make them more difficult to track by creating more spacing.
I think maybe some more validation from the servers and netcode should be worked on to ensure the hits connecting and being refunded from either side is more fair.
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@balancedelepahant said:
Killer with crutches.
(This applies to both Survivor/Killer) I dont understand the prospect of calling it a "crutch" when people are wanting to play with the friends.
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@HexHuntressThighs said:
IAE shouldn’t have a cooldown at all. It’s an aura read on a single person up to 48 meters away. Meanwhile Gearhead, BBQ, Lethal, Floods, Darkness and so on are all multiple survivors at once. Also I’ve had too many times where I’m chasing a survivor and another one 20 meters away fast vaults and steals the aura read.
Kind of disagree to an extent.
A lot of Killers bottleneck Im All Ears from being buffed, and many loops would also result in basically near constant Aura Reading with little to no counterplay (Pallets are limited, and eventually you will be forced to use Vault Locations).
It would effectively have the same/similar strength to Weave Attunement + Franklin's Demise but in a single perk slot while also being way easier to proc and having no easy way to counter. I dont think I need to elaborate more on how that is busted on a lot of Killers.
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@Blueberry said:
I don’t see this change increasing the usage rate at all. 10 seconds isn’t gonna be the make or break for whether someone considers it or not. Also yeah, Distortion things.
Ill probably use Dragon's Grip and Trail of Torment after the changes since the two are insanely good for stealth and meme'ing around, but to be fair I already used those perks anyways.
I am just a bit disappointed with the Im All Ears changes since they cannot buff it further since many Killers bottleneck it from being buffed and Distortion in it's current state makes this perk useless (and actively work against you).
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758943#Comment_3758943
All the multiplicative modifiers should happen first, then the additive modifier happens afterwards. That is the only way that Stridor could be guaranteed to result in more than 0% sound, if a survivor has multiple silent sound perks.
If you take the calculations I presented and remove the "x 1.5", Stridor will always result in 50%, so to say that "that is the only way" is incorrect. It is A way of accomplishing 50%, but not the ONLY way.
And I think Mandy's post does not clarify if these addons will stack with Stridor's effect or not, it only mentions how the additive change only affects Stridor, and the addons will remain multiplicative.
(I dont want this to come off as rude, of course, and I hope it does not come off as such. Im just wanting further clarification from a source that I can more accurately rely on.)
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@Mandy said:
This only applies to Stridor, not to any addons.
If I am running Stridor AND one of these addons, how does the multiplicative modifier apply?
Modifiers such as:
[ (Survivor Grunts of Pain) - (Iron Will) ] x (Course Stone) ] + (Stridor) = ?
[ (100 - 100) x 1.5 ] + 50 = 50%
Would make them pointless compared to:
[ (Survivor Grunts of Pain) - (Iron Will) ] + (Stridor) ] x (Course Stone) = ?
[ (100 - 100) + 50 ] x 1.5 = 75%
I do not think the calculations for determining the Survivor's Grunts of Pain has ever been public disclosed (I could be wrong), but the changing the position of things has a massive impact on what number pops out.
Removing Stridor should always result in 0% in the calculations I provided, so further clarification might be required (if it isnt too much to ask, I understand that you guys are really busy, so if you are unable to, I understand 👍️).
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The Unknown is really good, Idk about S-Tier (I generally find it hard to rank him).
He can definitely have some really strong chases, has good mobility, and is really fun to play as and against; which cannot be said for a lot of the Killer pool, so they are definitely ranked higher than most.
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Survivors DC on a frequent basis, so this will have a huge impact on survival rates. But why do they DC? Survivors primarily DC because they will most likely lose the match, because the killer is winning, because killer is so overpowered. Most players, including survivors, will finish a match if there is a good chance of winning. This is just human nature.
So by this logic any time someone leaves a game it is because of the opposing side being "overpowered," and not the fact that some players just generally have a hissy-fit over small things.
Let me break this down for you.
There are 4 Survivors and 1 Killer within a match of DBD; and DBD tries to keep this 4 to 1 ratio with Queue Incentives. The probability of a Survivors disconnecting or giving up within a given match is statistically higher solely from the fact that there are more Survivors within a given match.
For reference, when Infinite Loops and Insta-Blinds were a thing, Survivors would still rage quit; likewise pub-stomping perks like Eruption (P. 6.1.0) were a thing, Killers would still rage quit. To put it bluntly as possible, the inherent strength a role has does not matter, some people are just man-children and will DC over the drop of a feather.
So what this means is that the game devs are leaving out a massive number of legitimate survivor losses from the statistics, which is actually inflating survival rates dramatically and deflating kill rates immensely. This means kill rates are actually much higher than the public stats above indicate. Of course the devs don't want you to figure this out, because it would spark outrage and protests from the survivor main player base. Of course, I see right through their ploy.
Disconnects are left out for a reason.
Before Disconnect Bots were added, a lot of people would DC against Killers they did not like as soon as they heard the Terror Radius, because instead of learning the counterplay or sticking out the match, they would much rather move to the next match and have fun playing against a different Killer. This isnt even a "Killer is overpowered, gotta go next" type of thing either, people just have preferences and would rather lobby-shop to get their preferred Killer.
So imagine having a game where your teammate instantly DCs from a match, and it is a 3v1… You are going to lose. And it is not an accurate representation of how strong or weak a character is.
In example, Legion is generally regarded as being a "weak" Killer; but people dont hate Legion because he is strong, people hate Legion because he is annoying to play against. Legion is more likely to have a Survivor DC since they dont want to spend the entire game mending, but that is not representative of that Killer's strength.
And even with Disconnect Bots, the AI is bad, and can easily be abused. DC Bots not designed to be this amazing thing that can just outright replace a player to the perfect degree, and because of that, their presences should be excluded from statistics, since they are not an accurate representation of your average player.
Why won't they admit it? Well, killer mains want to win, so they very naturally welcome balance changes in their favor. They also want to feel good about winning, so they will post hoc rationalize that their win is not because killer role is OP, but because they are just so good at DBD and the survivor mains are just so bad. This is called motivated reasoning, which prevents most killer mains from objectively assessing the actual fairness of the gameplay since it favors their preferred role. This is of course not their fault, it is just human nature.
So Im guessing by disagreeing with some of the points made I am a "Killer main"?
Despite the fact that I play both sides?
Despite the fact that I have advocated for changes for both sides.
Despite the fact that I have been an advocate for accessibility for both sides?
I think this post is more of an "US vs THEM" kind of post. "You either agree with me or you are against me, no other options than that" type of deal.
And here is the thing as well, I do think SoloQ needs buffs, stuff like basekit Kindred and/or Bond, nothing too insane but something small to start out. The issue is that it would not matter if I mentioned this since by the logic presented, me disagreeing with the points you made automatically labels me as a "Killer main" which inherently weakens a lot of points you make.
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@BlightedDolphin said:
And then they are either never live or don't allow you to view the recording so you can't even watch your match afterwards.
The real pain.
I like to watch VODs to see other people's POVs and hear what they were saying during a match. It's also a good way of seeing areas I could improve in.
Comes across a TTV, look up their twitch and it outright does not exist or they havent streamed in literal years.
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@Laluzi said:
Neas are like frogs. The more bright and flashy the coloration, the more toxic the beast.
Sidenote but I generally like the more muted outfits that take advantage of neutralized or neutral colors, they are easier on my eyes and just generally look nicer. I do wish we overall got more of them, but a majority Nea's outfits are just glowing neon lights/colors. :(
Though if you want me to I can provide some cosmetic combo suggestions since I own a lot of Nea cosmetics, and will get even more Nea cosmetics when Cross-Progress/Merging gets added. :3
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This might be an unpopular opinion but Hag is fine.
Hag is not meant to be a high octane chase Killer, nor are they meant to be S-tier either. Hag is relatively fine, they do have strengths and weaknesses but if you actually know how to play Hag you can come out on top against most teams youll play against.
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From what Ive seen, it seems to be an issue for both sides. People who exclusively play a single side are more likely to dismiss concerns from others solely because the have not taken the time to experience what the opposing side is experiencing, nor do they want to.
There is also the other group of people that I tend to ignore, which is people who blatantly spread misinformation and/or intentionally ignore concerns from the other solely for the case of baiting reactions or rage/anger; which we have seen increase over the years on the Forums.
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@jesterkind said:
Pharmacy, as a perk, has always historically struggled.
Prior to 6.1.0, it was technically worth running because the Emergency Medkit was overpowered and therefore justified the time investment, but you could still just… bring a medkit yourself, while leaving a perk slot open for something else. Then they reworked it in 6.1.0, and…
Prior to 6.7.0, Pharmacy was a little more awkward to use, but still fundamentally justified its existence, because it still gave you an overpowered item. The Emergency Medkit was just that good, and Pharmacy technically gave you even more of them than before. Then medkits were balanced in 6.7.0, and…
Nowadays, Pharmacy just isn't worth it. It's finicky to use as it requires you to be injured and to find an unopened chest, and the item it gives you isn't meaningfully different from just searching a chest perkless and getting a medkit that way. It's weak, uninteresting, and no longer justifies its own existence. So here's what I pitch for its new effects:
- Increases the speed at which you open your first Chest by 80%
- Reduces the distance at which you can be heard while unlocking or rummaging a chest by 8 metres
- Allows you to rummage any opened Chest once, to attain an Emergency Adrenaline; this is a new item that, after a short animation similar to the Nemesis Vaccine, functions the same way as the pre-6.7.0 Anti-Haemorrhagic Syringe. There's a delay of 16 seconds, during which time you can do anything you like, and afterwards you're healed for a health state.
The goal here is to lean in to what this perk is actually trying to evoke - my understanding of this scene is that Quentin literally takes adrenaline vials, though I haven't actually watched this movie lol - while making the perk actually better than just bringing a medkit since it gives you a slightly better version of the syringe rather than something you still have to stand in place and use for 24 seconds.
I'd also propose ditching the injured requirement, it just wasn't all that helpful for the reasons they thought it would be. This way, you get a fixed number of heals tied to how many chests are in the trial - incentivising running tools like the Coin offerings and perks like Plunderer's Instinct or Detective's Hunch without requiring those tools to function - and you can choose when you go to acquire them. You also get a speed boost for the first time you use it, making it something you can save to use in a pinch since the time investment is lower the first time it's used. Subsequent heals using this perk require a slightly longer investment, while still being competitive to other tools you could use instead.
What do we think?
All I want is the Chest Searching Speed.
They made the requirement be tied to only being injured which killed the perk for me since before it provided the flat bonus speed for all chests for the rest of the match.
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Crow 🗣️
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753862#Comment_3753862
Discordance gives you information even when it is not active. You can more easily find survivors on generators to ambush them when they're split up.
If 3 survivor are split up and you are chasing another survivor, you have 3/7 chance to find someone on generators. The number decreases as number of gens decreases. When discordance is active, it can act as pseudo gen defence blocking perk because you can push 2 survivors off generators leading one survivor to not work on gens+chase pressure you get from it.
Or I can just use Spies From The Shadows to tell if someone is near a Generator since a lot of crow placements are near Generators.
Or if I want a Generator focused information perk, I can use Gearhead since Gearhead eats through Distortion tokens and provides very accurate and consistent information on Generators.
Discordance is niche, it is fine being a niche perk since it does have application, I just think you are overstating what value can be obtained from it since there are just far better perks to use.
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@TheArbiter said:
It's really good and under utilized by a lot of killers for sure. To say it's the 'best' info perk when Discordance exists though is wrong at least imo
Nah, Spies From The Shadows is better than Discordance.
Discordance only procs if 2 Survivors (or more) get on the same Generator, good Survivors do not stack Generators since you lose a lot of pressure and efficiency from doing so. And with perks like Prove Thyself getting nerfed over the years, this perk has progressively gotten worse and worse.
Spies From The Shadows is in a good spot at the moment since Ultimate Weapon got nerfed, Survivors do not bring Calm Spirit anymore, and Calm Spirit is likely to drop more in usage rate with the new Lara Croft perk(s). Spies From The Shadows provides solid information constantly and passively with little input requires from the Survivors' or Killer's end.
Dont get me wrong, I like both perks, I use them a lot… which leads me to speak from experience and generally say that I think Spies From The Shadows is just better at the moment.
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@LordGlint said:
Saw a video of a popular youtuber using OoO to counter weave. He'd purposefully expose his aura by dropping an item, then run the loop perfectly due to aura reading. My first reaction was "neat", but didn't really think anyone would follow suit until Inow. just got out of a game with 2 OoO users. Figured this MIGHT be a coincidence, or it might be the start of counter picking due to Weave. Thoughts?
Neither perk will be meta.
Weave Attunement is generally well balanced, and with Franklin's Demise you have to dedicate half your build (two out of four perks) to get any sort of value from it, and even then it can still be negated by smart players. Now that the perk(s) have had more time to settle into place, it has show that Weave is generally a niche perk that most people will never bother to use.
While Distortion is popular, I dont think OoO will overtake it. OoO is a very risk/reward focused perk, it rewards more aggressive play compared to passive play, and requires a massive gamble since it's effectiveness hinges a lot on the Killer. Distortion is just the safer option since it only provides benefits with no downside (no aura reading, no scratchmarks) and accomplishes the same thing as OoO, which is countering Aura Reading.
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@burt0r said:
Then drop it? It's not the end of the world to switch to another game or form of entertainment.
I also dropped league of legends after 10years. Why? Because random teammates can often be ass, matchmaking not being in your favor and non of the teams I joined kept going for the long run and I was often the last one to try.
It is what it is and in the end we have to accept it or leave it.
I have. This has been an issue that has been getting worse and worse as time has gone on and as a result I have been playing less and less.
But just because "I should stop playing" does not invalidate my opinion either. Why should people just quit or play less but not be able to inherently voice their opinion on issues?
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Probably the tone more than anything.
The title can come off the wrong way, the "we are in July" part could come off condescending, as if you were saying "it has been enough time, why cant you hurry up" or something of the sort. Even if that was not your intent, things can be perceived in a way beyond what you were intending, it just happens.
Also I would be careful when you @ a moderator, a lot of them are really busy (mostly dealing with reports and checking threads) and I find it is best to not bother them or their work.
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Infinite T3 + Tombstone takes forever to get and half the time you lose the match before you can even really use it, and because it takes so long to get, it acts as a "tell" to know if the Killer has Tombstone or not. Each addon by itself does not take long to get, but the addon paired with one another does.
I think the compromise should be that if you use Tombstone Piece or Judith's Tombstone, your Stalk Speed cannot be modified. It should roughly keep the balancing for Infinite T3 + Tombstone the same, while making the Stalk Speed for normal Tombstone Piece and Judith's Tombstone in check.
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People do Adepts all the time?
I dont see how this is any different compared to normal matches?
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In terms of crossovers/collaborations, I have a list of thing I want:
Dont Starve (Together) ~ Survivor: Wilson
- Just a simple idea for a character. I was thinking of they do a Dont Starve (Together) collaboration, they could maybe have the Survivor have a static effect kind of like the DS(T) art style, it would overall make the character(s) feels more unique compared to other collaborations.
- Also Wilson is just an obvious pick.
Warframe ~ Killer: Zealiod Prelate, alternatively The Glass Maker | Survivor: Nora Night
- Warframe is not really a full on "horror" game but it does have some horror themes. The Infested is really leaning towards the horror aspect so I think the Zealiod Prelate would fit the best for the game visually.
- Also the Glass Maker is a good alternative, since they were a serial killer that would turn their victims into glass or Cephalons using an ancient blade. Nora Night is the final girl of the Glass Maker's story, with Nora living while the Glass Maker was forced to turn to glass by his own blade.
Lethal Company ~ Survivor: Crew Member
- I dont think I need to elaborate.
The Binding Of Issac ~ Charm: Issac, also The D6
- I dont think Issac would work as a character inside the game so this is the best I could come up with.
GTFO ~ Killer: Scout
- Okay, I actually have a fun idea for this one. Imagine a Killer where they cannot actually see anything. They roam around and rely on tentacles to feel the environment to sense things.
- I want this Killer to be simple, an M1 Killer, the map is visually a black and white, grid and outline-based environment for them, past a certain range, they cannot see anything, they are unable to see Survivors but can constantly detect their location with a certain range.
- If a player comes too close to them, they can enter a fury where they recover from hits faster but get stunned for longer.
- Very anti-stealth focus and dedicated on tracking up close while removing their visibility from far away.
Just my ideas.
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There are a lot of anti-slugging perks which can be used to punish the Killer for Slugging.
Back in the day, when we didnt have many perks, everyone ran Decisive Strike and Unbreakable to counter tunneling and slugging, nowadays, I think people are just not as receptive to the idea of running perks to counter a playstyle they dont like, since the idea has become more boring now that more interesting perks have come out since.
To put it bluntly, there are solutions, just nobody wants to use them.
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While it would be cool to have an SCP Chapter, I dont think it would end up well due to the massive shifts in quality over the years which has lead to a lot of SCP content being removed or heavily changed.
Over the years a lot of content has been removed from SCP due to quality reassurance and games have basically been removed and later replaced/remastered due to the quality standards changing over the years; with DBD and particular, keeping up with those quality standards is difficult.
Look at SCP-173 (aka "the Sculpture" or "Peanut" depending on who you ask), they have gone through dozens of redesigns before reaching the final version we have now. Imagine how difficult it would be for BHVR to keep up with the cannon design of an SCP if their core design changes so much, and for cosmetics, it would just leave the community unhappy from how much things are shifting.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751605#Comment_3751605
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751608#Comment_3751608
Someone never watched comp games and has no idea about the only way a killer can counter a decent SWF.
I think people kind of forget that Comp DBD has it's own rulesets and is fundamentally different compared to public matches.
Comp DBD is cool, down get me wrong, Im just tired of people bringing it up as if it influences Public Matches when the game that they are playing is vastly different compared to normal DBD.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750852#Comment_3750852
Because when we do use Unbreakable the forums complain that Survivors only use the same 4 meta perks (and the only other viable one is honestly Plot Twist), and when we don't use the same 4 meta perks this happens with alarming consistency.
Ngl, who actually cares if you run meta or not?
Just use what you want, if people want to complain, let them complain. Their words should quite literally have no effect on how you play a game.
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I think the issue is that the animation does not play out like it is suppose to.
This has been an issue for a long time and Idk why it still hasnt been fixed.
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@Rumble said:
I've noticed an increase in hackers and most of them are subtle until they start losing. It's obvious the devs will never get a handle of hackers.
Excluding PC players from console matchmaking is the best option.
Have you ever played old games on old hardware before?
For example, Call of Duty: Blacks Ops is infested with cheaters and modding. This is because the older Consoles have been cracked into and there is not much that Sony can do to fix it. A lot of older Consoles suffer the same fate, literally anything from the ole' PS1-PS3 has been cracked into.
The issue is that this would not solve "cheating" for Console players. Since the last-gen Consoles are nearing the end of their lifespan and they are already massive ongoing efforts to crack into them… and since DBD are on those last-gen Consoles… it would effectively just isolated yourself with cheaters.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750574#Comment_3750574
Kill rates will never be accurate with how often survivors give up on hook. That’s why skully has a 70% kill rate
I dont encourage giving up on hook?
I think everyone should try to keep Killrates more accurate, even if I know that it would be impossible to do so, Ill still do my best to encourage it from both sides.
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@Nazzzak said:
My suspicion is that we might not be able to transfer DLC stuff
They already said that paid-for-currencies on one platform will not transfer to another platform (unless that currency comes from the Rift).
If I were to take a guess, there are going to be some restrictions for platform specific content since Sony is normally the holdback since they typically want financial compensation and/or restrictions, Epic Games and Digital Extremes had to do it so I wouldnt be surprised. DLCs might be affected as a result.
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@[Deleted User] said:
They actually did fix Scratch Marks on the PTB; they're brighter and glow far more than they currently do on the live-release.
Did they fix the inconsistent and weird spacing though?
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750631#Comment_3750631
Bamboozle only affects 1 window for a limited amount of time, and is just countered by leaving the loop or playing the pallet instead of the window.
Most maps don’t have enough loops to just leave and go to the next one nowadays.
I just wanted to make clear with this, that survivors have no way to deal with bad maps, while killers can. I just took the first idea I could think about the opposite purpose.But I think it could work. There could be blocked windows at the start of the match, which can be opened by perks or some type of new item or something else like a basekit mechanic. Rebuilding pallets could also work as some form of slowdown for the killer, where you need to collect something or do something for it either with a perk or basekit. Both things would be needed to be implemented fair and carefully by behavior, but I don‘t think they would ever take the risk of testing something like that.
And Id argue that Exhaustion perks do help with awful map RNG.
Sprint Burst can help you get out of a deadzone, and is especially helpful on maps where Generators are located in deadzones. Balanced Landing can make a lot of loops that were not playable into more playable loops (e.g. Coldwind Harvester). And this is just to name a few examples.
Likewise Stealth Perks can help with outright preventing a chase, which can be extremely helpful on maps with awful RNG since avoiding chases can preserve resources for you and your team. Boon: Shadow Step is incredibly underrated for this, especially on multi-level maps, since it applies an area for stealth for your team.
And probably the best thing of all…
Map Offerings… Just bring a Map Offering… Youll never have to worry about a Killer-sided map if you never go there to begin with.
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@Langweilig said:
Killers at the very least got perks to help them with maps, but survivors have nothing like that. There is no pallet/ window creating perk, which would be the opposite of Bamboozle or spirit fury.
Probably because Bamboozle and Spirit Fury have conditional effects that make them counterable.
- Spirit Fury is useless if the Survivors pre-drop a pallet (and it requires Enduring to actually be good, which means you are using 2 out of your 4 perk slots.
- Bamboozle only affects 1 window for a limited amount of time, and is just countered by leaving the loop or playing the pallet instead of the window.
A perk to just outright "create" a structure would be busted.
- The game is not designed around creating windows out of thin air, and it could easily lead to infinite loops being created. Plus windows are infinitely reusable, there is not risk of the Killer removing that structure for the rest of the game… surely it is not hard to see how this would be busted?
- Pallet creation would also be insanely strong, it would fundamentally change everything about resource management. Any Means Necessary is the closest we will ever get to that just because it is balanced around the idea that the resource can still be outright removed.
It entirely has to do with DBD's fundamental design direction.