Iron_Cutlass
Iron_Cutlass
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@nessienyouttv said:
@Iron_Cutlass as I do understand where your point is coming from, they excel at low mmr ranks, where killers don't know how to manage survivor resources, and cannot simply just "stick through the match". A lot of players (like me) suffer from diseases which don't allow us to have the best control of our emotions and can cause us to become angry (think of the match chat after a ttv swf) as well, newer players excel at having fun, and not playing the game does not make it fun, newer players will not care about bp and prestige during their first couple hours.
And I do understand where this is coming from as well. My brother has Asperger's Spectrum Disorder and does not handle games that make them mad that well.
The best advice I can give is to just leave your PC/Console if you are getting upset (you do not want to make yourself more upset nor take out your frustration on others), and to take breaks between matches. It can also help to set smaller goals to go for instead of winning/losing matches.
It definitely is not an easy thing to deal with, but there are things that can help.
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I feel like I could remove Freddy from the game and it would take people weeks to notice.
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I do not think there would be an accurate way of detecting such, or at least an accurate way of implementing it that BHVR can do.
And even if, who cares, most "bully squads" do not care about winning to begin with, they care about their own fun, all the Killer has to do is stick through the match, the Survivors will run out resources and die eventually. It's not even necessarily painful since you get a LOT of BP by the end anyways.
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I think they made a post about it on Twitter but that's about it as far as Im aware
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355424#Comment_3355424
why? elaborate please.
which killers?
in what way would they snowball?
if it's something minor i can adjust it.
What is stopping an Alch. Ring Blight from throwing on Lethal Pursuer and the offering that makes all 4 Survivors injured from absolutely destroying a team at the start of the match?
Or what is stopping a Nurse from destroying an entire team at the start of the match using some aura reading?
Both of those Killers already have the World Records for the quickest 4Ks in the game (56 seconds for Nurse and 1 minute, 15 seconds for Blight).
While it is a good idea to help out weaker Killers like Onyro or Wraith, you need to realize that anything you provide them is a tool for stronger Killers to use.
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While this would be good for low tier Killers, this would just let high tier Killers snowball easily.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355331#Comment_3355331
If we're going to go by that logic, then survivors should never complain about any killers ever, because "BHVR has a vision for each character".
People will always complain, Survivors will complain, Killers will complain, people who play both sides will complain. But at the same time, sometimes BHVR needs that loud yelling in their ear since they are oblivious to the issues the plague their game, so to an extent, it can be needed, the pendulum swings in both directions of course.
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355266#Comment_3355266
I would like to point out that you’re currently completely wrong about Furin. It was changed three weeks ago to where it can no longer hide Spirit’s directional audio even if she phases from afar into a survivor’s TR or if the survivor she’s chasing/has the oblivious effect applied, they still hear it directionally. So basically no work-around trying to hide the directional audio, as it’ll be there 24/7 the moment a phasing spirit is within a 24 meter radius of a survivor.
in response to your first point, it’s completely false as i’ve tested it out over and over and OVER again , the whoosh sound plays the exact moment Spirit gains control of her ethereal form and it’s extremely loud ( unless you’re playing soundless then that’s one’s fault ) and very easy to hear.
third point is alright but that just isn’t fun, Spirit needs what made her have her own way of playing basically a unique playstyle and that’s been gone for a year and so.
That's weird, from my experience it fades in, Ive had situations at short loops where I just dont hear the phasing because it is still fading in, but that was when I played on Console, so it could just be a Console thing at the time.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355266#Comment_3355266
None of this addresses the fact that her character design is supposed to revolve around her turning invisible so she can try to go for mind games, and your solutions involve brute forcing through speed or brute forcing through short bursts.
The design of characters change over time, it just happens. BHVR has a vision for each character, and when they realize that "hey, this vision isnt going to work out" or "maybe this design isnt that good" they change it. People need to realize this, I mean look at Tinkerer for example, it was suppose to be "Billy honing their tools to cause as much harm as possible" but BHVR moved away from that idea because it just didnt work for some Killers (and was problematic).
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355193#Comment_3355193
Her directional audio tells you the exact relative direction, and there's a loudness component that tells you how far away she is. And the directional audio is enough information, that if a survivor drops a pallet, and Spirit has to spend a bit of time to loop around the pallet, the survivor absolutely can tell when and if Spirit is looping around the pallet, and even knows which direction Spirit is looping around the pallet.
Being able to brute force through the directional audio means you aren't really using mind games, and instead you're just brute forcing through, either with the ring addon, or because the loop is so short and unsafe that Spirit can actually feint going in a direction and quickly switch directions.
And the audio is much more of a massive quality of life decrease, than it is a "new element of gameplay". And besides, that phase is sort of meaningless anyway. Just because something is new, doesn't mean it is useful. And in Spirit's case, she would be so much better without the directional audio, that calling it a "new element of gameplay" is insulting.
You are forgetting a few things here:
- The audio fades in when they start phasing, it does not immediately start playing the phase audio as we normally hear it, meaning there is a short period in which phasing audio does not play at all or is toned down to where most people cannot hear it. Paired with Speed addons, this can make getting hits really easy on short loops, and leave Survivors less time to react on larger loops.
- You really do not consider the fact that people are human and we are bound to make mistakes. Furthermore, this isnt even considering all the people with hearing impairments, Ive seen some really cracked players but they struggle to hear game audio in general, and you arent going against a Spirit every match so it's not like their MMR is tanking that much either.
- Even if you have the brute force a hit, the movement speed is extremely deadly. Look at DBD's history of top tier Killers and see that most of them were for mobility in combination with lethality, and Spirit has both of those things. And since we are on the topic of addons, Furin removes directional phasing if you start phasing when a Survivor isnt in your Terror Radius OR if they are Oblivious/you are Undetectable; both of which are options you can use if you want old Spirit back.
There is a reason why Spirit is ranked so highly and is still considered a top tier Killer, and why some perks are restricted/held back (Hubris and Starstruck most notably).
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@Sava18 said:
Honestly, nothing has scared me more than a survivor dropping a pallet on my face that I had no idea was there.
It happens all the time. :(
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I would say the audio just brings in a new element of gameplay for her. You do not know her exact position, just a relative direction, which means you can mindgame using the audio to force people into positions where you get hits. Overall I think it makes Spirit a lot more interactive to play as and against.
Also you need to remember that Spirit is suppose to be slower when not phasing, but faster while phasing, which depending on the addons it can leave the Survivor in a guessing game as to what they are going against and how to play around it. The yellow Duration and Speed addons are basically pseudo-Iridescent in terms of strength, and even their Brown addons are really damn good.
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I do not think that it's Hag being horrible, moreso that she is annoying to play as, and boring to play against, so most people just pretend they dont exist.
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@wydyadoit said:
But then I can’t run deadhard, lithe, adrenaline, and self care?
Just dont run Self-Care then! :)
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BHVR probably made a whoopsie.
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I honestly didnt have trouble with the Hex: Face The Darkness Archive, I think I got it done on my second match.
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@Smoe said:
Except this is completely false, Cheryl was never meant to have any lobby music, what you're listening to is one of the remix tracks for the exclusive bonus album that followed with the Japanese version of Dead by Daylight: Silent Hill Edition. (Of which you can listen to on youtube as well.)
They were never meant to be in the game itself.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352182#Comment_3352182
The live chase music fits pyramid head more as it is more in line with Silent Hill 2's own music, where as the ptb chase music is more in line with that of Silent Hill 1.
I stated "Im not sure about the validity of this" for a reason (mainly since I was not able to find many sources of this being in the actual game itself).
But even if, I do not see the harm in adding it at a later date, especially when considering the menu music for Survivors changed during Project W, and the potential for another Silent Hill chapter is still there seeing as there are many other characters who can join the fog.
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@BlightedDolphin said:
Icons and anti-tunneling measures should’ve always been in the game.
As for killers, an FoV slider should have also been added awhile ago but other than that there isn’t much to add.
I think BHVR is scared that an FOV slider would be abused in some way, or could potentially be modified client side for malicious intent, but even then, I feel like it is something that should be added by now.
I also think it would be nice to add some visualized sound effects for Killer since we really need more stuff for deaf players (and being forced to play just Survivor to have access to settings is lame overall, you paid for the game and only really get to play half of it).
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@Audis said:
Nothing, it doesn't automatically win games. Before CoH, people would just run more medkits and could heal even faster.
I mean, we would see less toolboxes, so at least that is something, kind of getting tired of seeing Commodious Toolboxes and BNPs.
(People can bring what they want to bring of course, I just find it annoying to deal with toolboxes constantly.)
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@jordywordy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351075#Comment_3351075
I wouldn't say Spirit requires as much skill as a Hillbilly. Spirit is often who I recommend to friends just starting Killer as you can learn her basics much faster and you don't bang your head into a wall as much trying to get the power to pay off, similar to someone like Hillbilly. More often than not you can just use her power on a YOLO and you find someone.
It really isn't too skill intensive to play her at a decent level. I think many people overestimate how hard she is to play. She is much easier to chase with in comparison to any other Killer without a teleport honestly. I agree at the higher level of course, but against "average" Survivors (which is the majority of the DBD community), you can play Spirit pretty badly and still come out on top simply due to how much ground she gains when in her power.
I agree with the Billy statement specifically. I really feel like people understate how difficult Billy is to learn and people often saying Huntress is the hardest but I learn more towards Billy being the hardest Killer in the game just from how punishing they are.
You miss with Huntress, you have 4 other shots left (even more with addons). You miss a swing with Blight, youll have your power back in 10 seconds (or less with addons). You miss with Spirit, well you still gained a lot of distance on the Survivors.
However if you miss with Billy, prepare for a really long cooldown (even with addons), combine this with the fact that you can cancel your chainsaw and still hit an object because the collision zone still exists AFTER canceling (thus making you go through two cooldown periods). Billy is an absolute mess (and I still adore him).
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@C3Tooth said:
New Eyrie feel the same to the old one - Trapper main.
We went from 2 whole blades of grass to 3 whole blades of grass. Trapper mains stay winning. :D
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@WashYourHands said:
I could see that pallets are more concentrated in the middle because of the introduction of new dead zone tiles (the pits and the altar [does it always spawn a pallet? I don't think so, right?])
Running around the edge of the map is a lot more dangerous. That's why you see survivors looping the middle in long chases.
I mean yea, that naturally makes sense, people are only going to run the only areas they can and it would, of course, be entitled to expect or demand otherwise. Im moreso just discussing the pallet and loop distribution since I feel as if it is something worthy of being discussed (and since I have thoughts and look at things from a difference lens compared to everyone else).
BHVR needs to find this right middle area with pallet amounts and distribution and it's a really tricky thing to balance which is why I threw my hat in the ring to give my thoughts on it. No map is going to be perfectly balanced (since DBD has elements of RNG), and I do not really expect that much of BHVR anyways, but it is still interesting to talk about nonetheless.
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@HugTechLover said:
This eryie is not worse than the old one. You can’t be serious.
Throw on Zanshin Tactics and send yourself to Eyrie a few games and youll see what I mean. The center concentration of pallet has gotten significantly worse and M1 Killers overall struggle because of this.
The only things that make this map tolerable are strong killers (as per usual, Blight, Nurse, and Spirit can all handle this map really well), and hit and run Killers (which got semi-buffed on this map by the reduced sightlines).
And from recording my data, my killrates on this map went from 52% to 41%, a 9% decrease. Keep in mind, I do not run regression, I do not tunnel or camp, and I mostly play weaker Killers, which could technically attribute to it but at the same time, my build on Billy has hardly changed before and after the map rework and my killrates on other maps has increased.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348522#Comment_3348522
Of course they are not the same and I never said that. This is an asymetrical Game and therefore each side has to be observed differently.
I think you dont get the point Im trying to make!
It is the sole look at Mechanics in the Game, that make progressing towards their objective for the other side harder and harder. Be it kicking Gens to prevent escapes or Stunning the Killer to get Time for the others to finish Generators. It all goes down to the same thing: Making your opponent "not Win" the Game. (Which doesnt mean you are winning the game)
The treatment although is not the same on every side. Which is what Im trying to say. Callouts for "unfun" gameplay (which is highly subjective) is always treated much more valuable on Surv Side than on Killer side. F.E. Dead Hard and Eruption discussion and "wait it out".
"Wait it out" is a complete legit argument on DeadHard but not on Eruption. Why?
Rushing Gens and Rushing Kills aka "tunneling". Rushing Gens is completely fine, rushing kills is not. Why?
You see where I am going. Both sides want to win so everyone should be prepared to face the hardest measures the other side has to offer. Yet Killers get blamed for playing effective and Survivors dont.
- "Survivors have 3 hook states before they die..." If you are hooked 3 Times before one Gen pops you completely ######### up the chase and lost to a killer, that is clearly better than you. With 2 Times Basekit BT which gives you at least 20 sec. of free roam across a map that should have all pallets up you still lost. Isnt the killer allowed to be rewarded for being a better player? If you juke the killer for 3 Minutes its completely fine to escape bcs "you played better" but if the Killer finds a surv that is a worse player he is not allowed to capitalize on the teams weakness? why is that?
- "If you are being camped on the hook you literally cannot do anything for 60 seconds per hook state..." This is the Point where "the other side losing doesnt mean you win" comes in place. No one said that being camped is fun, yet the killer loses 100% if he facecamps you and you are not playing with monkeys. So why is Camping a problem if it is more of a disadvantage for the killer?
- "Killers do not have a limit to the amount of pallet stuns or blinds..." You can still do stuff while being incapacitated? Run Around, getting chased, Getting Info on where totems/chests/gens/basement are, etc. Ofc. if survs prefer to stand infront of the Gen and wait thats essentially not playing the game. But this is not the fault of the perk! Again, Im not saying Eruption was healthy and didnt need a nerf. But the argumentation towards the nerf is just BS if it isnt used on both sides of the spectrum.
- "If you get blinded, you can still move and track Survivors...." like I said above, almost everything you mentioned could be replicated to incapacitation. You are still able to move, get information, chase, etc. you are not locked into place (like through blast mine, Head on or pallets). Still, the argument counts for killers but not for survivors. So double standard which proves my point!
Regardless of such, it appears that we have reach a wall here, you see.
I, among many others, just cant agree with the points you are making because the comparisons and arguments made can be refuted with evidence and logic (such as acknowledging nuance), and you (and us as well) are too stubborn to change your (and our) stance and/or listen.
None of this is going anywhere and we are both wasting our time. For both our sake, I will stop discussing this further, I would recommend to do the same.
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@[Deleted User] said:
PWYF is good on Knight. Nemesis might have limited utility. Never really tried it on him. I've been playing him a lot because I'm bored and figured I'd give him an honest chance. Not the most exciting killer by a long shot, but really strong if the guards are used well. Don't have to play a 3 gen strat at all.
My Knight build is Corrupt/Agi/Pain Res/Bamboozle because I run the same build on every killer in the game outside of Nurse/Spirit/Blight.
I mean, recently I have just been using Knight with Mad Grit to hit people with the hilt of my sword. Why you may ask? Because I am among the other HILT MEN. No skull shall remain un-hilted, shall no realm remain untraveled, this is the crusade of the HILT MEN (NEHEHEHEY).
And honestly, compared to all the other meta or/and boring builds with the Knight, just being HILT MAN has been an absolute blast, and Ive gotten a lot of funny and positive interactions in the post-game chat which just brings an absolute smile to my face. Plus playing this weird character overall is fun, I love it.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348431#Comment_3348431
I get you on this. Its not that I dont remotely feel the same.
Its just the difference in standards. Everything you said concerning blinds or stuns, could be transported to getting tunneled, camped or hit by eruption. But why is "its not fun gameplay" taking so serious on those occasions and these mechanics need to be adressed and on killerside its "yeah well you need to accept it and get better, its a game mechanic"?
The two are not remotely the same and I do not think you really understand that.
Pallet stuns and flashlight blinds ≠ Being Tunneled and camped
- Survivors have 3 hook states before they die, and if you are hooked 3 times at 5 generators remaining, I can see why people would be upset, you are basically out of the game before you can really do anything. And it's not like it's just that one match either, tunneling is on the rise and becoming more common to see. And it is also important to point out that if you play with friends, it can be further frustrating since you are forced to wait out the match, you cant just "leave and go next".
- If you are being camped on the hook you literally cannot do anything for 60 seconds per hook state, and on top of that, the Killer is not inherently doing anything either, I just see it as a waste of both players time unless it is end-game since there is nothing left to defend, it's why some perks deactivate during the end-game, and most people can agree with that.
- Killers do not have a limit to the amount of pallet stuns or blinds. Killers dont have to worry about being removed from the game if they get pallet stunned or blinded multiple times. When you get stunned, you cant do anything for 2 seconds? But guess what, you are still in the game and after the stun you can still do stuff.
- If you get blinded, you can still move and track Survivors, blinding is often just a disadvantage since you lose out on distance by blinding the Killer. If someone is trying to make a flashlight save, I can normally bait them out to get a hit, or just force them to waste their time. By sitting there and waiting to get the blind, they are not doing generators, which means the objective is not progress or progress it a much slower pace than normal, which I am fine with.
So yea, there is a difference in standards, because the two are completely different, you are comparing apples to bananas, comparing cars to roomba floor cleaners, it just realistically does not make sense since the topics have a lot of nuance that you are ignoring.
@NewPlayer100102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348503#Comment_3348503
1) Stop kicking the generator that the player is on.
2) Just like Head On, Body Blocking, or any other annoying thing a survivor might do, you tunnel them out asap. Face camp them out if you really absolutely do not want to have it occur again.
Those are the ways we handle it.
Dunno about the other guy,
Blast Mine is tied to the the first interaction with the generator. So you halfway through the generator kicking animation, you can stop the animation and kick it again to completely avoid Blast Mine.
Albeit this only works if you get the timing down for the kicking animation (it takes some practice).
This has been in the game for a long time, and considering how it hasnt been "fixed" despite there being bug reports for it, I just assume it is intentional at this point.
But now you got a new trick in your pocket to try out. :D
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I like this idea, it's funny as a hell.
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@Shroompy said:
Everything you mentioned that has "no counterplay", has counterplay.
It's not fun to deal with just like the things you mentioned at the beginning of your post, but they can be dealt with
Well, I think in a sense it is fun to deal with. There is subjectivity to it, but at the end of the day, most of these are just core mechanics, you are going to see them because they are fundamentally embedded into the game.
Sometimes you need something challenging to deal with, otherwise the game becomes stale and boring, like imagine if you just crushed a group of brand new Survivors every single match... it wouldnt be fun since there is no challenge involved.
I think there is this middle area where things can be fun for both sides. I enjoy taking chases, I get stunned a lot but I never really see it as "not fun" because it is apart of the gameplay to begin with. Im fine with being blinded with flashlights since it makes me think and listen to where Im going, think about what direction I am looking, and prepare for those around me.
Without it, the game would have no substance, no interaction, no gameplay.
I can go on and on about it, but it's not "I just accept it even though it brings me pain" but more of "I like these challenges, because it makes the skills I learned feel useful" and "if I lose from this, I can take these experiences with me to improve".
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Because Badham is literally like Russian Roulette, 4-5 versions, 4-5 bullets in a chamber, you just got to get lucky and hope you dont have to bite the bullet.
There are multiple versions which alter the layout and positions of structures, but it can also alter (roughly) the amount of pallets and what they face into. Some Badham versions are better than other Badham versions, not all are built the same.
They definitely need to be looked at, but the balance is basically "pray that you get lucky" as far as Im aware.
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@Steakdabait said:
it now has to be balanced around spirit, so no i think the perk is fine.
To be fair, I never exactly mentioned how I would exactly like it buffed.
I was thinking about changing it from 26/28/30 seconds to 30/35/40 seconds. Spirit will still be able to get downs like before but the buff itself only really helps Killers that are too slow to really catch up.
And besides, Spirit's entire issue is their addons, not their basekit (which is ironic since they were suppose to be nerfed, but I digress). Spirit and Blight might eventually get their addons nerfed anyways if you consider how Nurse was nerfed (hardly, but still nerfed) due to public outcry.
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@HardhatKrugerer said:
There is simple solution for teabagging/flahsclicking survivors. If you do without movement more than one crouch you would be exposed until get down. Or you will have smaller movement for the first 1 or 2 seconds after you start sprinting. Flashlight clickers? If you do it twice in second your flashlight will be dropped as broken. There is so many things what can be done, but BHVR don´t want it. They want toxicity.
I have never seen worse ideas because people get upset over someone doing something in a game that has no effect on you.
Post-Game Chat toxicity (like actual harassment and hate speech) is more important, yet people obsess over tbagging and flashlight clicking as if it is worse when it's the most tame thing ever. People act like it's someone trying to curse their bloodline or something when it's just someone moving up and down.
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@KateMain86 said:
I'm pretty sure female characters are played more often than males for other reasons than this but I'm sure some players play them for the reasons you mentioned. If you want to play certain characters but find them too loud I would suggest using Iron Will in your loadout. Its not as good as it used to be, but it will significantly reduce the noise your character makes while injured.
Half the people I know play female characters because they are trans women or nonbinary... including myself. So that's something. I know a lot of others just generally use female characters in games because it's something they are use to, since I had a friend who originally played Warframe as a Wisp main and moved to DBD, so they only play female characters as a result.
I find it interesting how many people have many different reasons to like a character.
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@dspaceman20 said:
This picture isn't of ne but when I was queuing up for a game I came across this Jake and he was absolutely iconic
https://us.v-cdn.net/6030815/uploads/BX9LBQWSXRFT/20210925-004425.jpg
Sorry if it's blurry
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344481#Comment_3344481
I like it! Wonder what skin (or mash up of skins) that is.
It's just a full set from one of the Rifts, I do not think they added anything new to it, I could be wrong, but I know the head piece and the shirt go together since I have them on my Console account.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344475#Comment_3344475
The difference being those changes were added to bring Solo Q in line with SWF. Far as I'm aware your team isn't able to call out when a window will become unblocked. Sure, you could argue it will only give an advantage to those keen eyed players and probably wouldn't change things that much but also let's be real, it's more than a QOL change.
I think you misread what I put regarding QoL, since the ideas I mentioned affect Killer only, so it wouldnt impact SWF or SoloQ. But I digress.
Also just because BHVR takes an idea, does not mean they will do it exactly, they could take this persons idea but execute it a different way that still rewards players for paying attention to the window without being painfully obvious.
Though I do understand where you are coming from, since Survivors are just off the tailcoat of a huge buff so you kinda got to wait for the dust to settle before making too many changes.
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I was going to say "they are already adding this" but saw that it is a post from November of 2022.
Bringing back old forums posts really does fill like a punch in the noggin sometimes.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344461#Comment_3344461
If you say so. Explain this to me how it's QOL and not just hand holding?
Because people dont have to directly guess or count how long before the window unblocks?
I mean realistically, I dont see this as being any different from being able to see the exact amount of progress a Generator has instead of guesstimating based off the pistons moving, or being able to see the hook counts of individual Survivors as Killer.
It's just simple additions that would be nice to have, but arent necessarily needed.
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@[Deleted User] said:
Do people really need everything spelled out for them?
It's just simple quality of life, it's not even that deep.
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I think it would depend. If you are still trying to unlock perks via prestige, then yea, spend your BP. Otherwise I would just wait.
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My favorite perks... "Corrupted", "Deadlock", and most importantly "chase perk".
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@ScottJund said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343513#Comment_3343513
Thata really not true at all though. Survivor perks have seen more nerfs overall than killer perks in DBDs history.
Hi Scott.
I also think it would be fair to point out that BHVR does listen to Killers, remember the Patch 6.1.0 PTB? Remember how people called out Endurance stacking for being BS? I mean, that got removed as a thing before it came to live servers.
Hell Patch 6.1.0 in of itself shows that BHVR cares to the point of making basekit changes that could possibly kill their game, they took a huge risk, yet everyone ignores that.
If BHVR only cared about Survivors their game would already be dead. People dont look at the greater picture.
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Until DBD gets emotes, I dont think tbagging will ever go away. Plus it's not even an issue to begin with. Since people literally moving up and down should not even make you upset to begin with.
DBD does need emotes though, like imagine Bubba Insidious camping in the basement and hitting the Griddy. Or busting a move after a pallet stun. I wouldnt even be made since dumb stuff like that made FT13th made super fun.
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@MrKrabsArgArgArg said:
I just hate that I bought that killer mainly for the perk, before 6.1.0 actually, and then it gets gutted like this. It's an all too common cycle BHVR practices of making something good so I want to buy it, then taking it away the second you use it. I just wish they'd get things right the first time, but that's asking too much
Sounds like a Mettle of Man type of situation.
It's a live service game, anything can change, so I would always recommend never buying characters exclusive for their perks, but buying them only if you actual care for the characters (or are a completionist).
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@[Deleted User] said:
Is this anything new? Any changes and the doomers come out.
The DBD Forum Cycle:
One side has something busted =>
Busted thing gets nerfed way too hard =>
Community freaks out for a week then moves on =>
Goes back to complaining that the side they play is too weak =>
BHVR releases new busted thing to spicy up gameplay =>
Repeat
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@Adjatha said:
Perhaps they thought that maps just didn't have enough pallets on them.
Or perhaps they got complaints that "my team mate is running from the killer from pallet to pallet, dropping all of them and holding W to waste the killer's time. Then, when I get chased, there aren't any pallets left to drop. Make it easier to reset the map so I too can hold W to victory"
I mean, realistically you can just break the strong pallets, weak pallets dont matter since you can just mindgame them. If Any Means Necessary becomes an issue, you can run Brutal Strength or hell Wraith can finally see some spotlight in the meta.
@Sadako_Best_Girl said:
I hope they also revise other killer perks with ridiculous cooldowns. Opression and Dragon's grip wouldn't be so bad if they didn't have 90 secon cooldowns.
Agreed, Dragon's Grip, Oppression, and Trail of Torment have way too long of cooldowns.
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That's Mettle of Man, it reveals your aura to the Killer after being healed up and taking 3 Protection Hits.
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@Firellius said:
I don't think I've ever seen anyone call Scratched Mirror boring...
Honestly same, Ive seen like 2 people call Scratch Mirror "OP", granted they were new at the game, but never "boring".
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342727#Comment_3342727
It happened with pop, it happened with ruin, billy, eruption. They nuke only killer things instead of surv things, ds is now off meta, now, after 6 years. Funny isn't it? It took for them 6 years to Nerf ds, to transform it from a shield to a second chance antitunnel.
PGTWL and H: Ruin were only nerfed due to their usage rates. I think almost everyone can agree that those perks were pretty balanced since they rewarded the Killers for playing well or playing smart.
But BHVR's approach to nerfing perks because of people complaining is one I heavily disagree with, since BHVR never really understands why people complain, and only sees people complaining so they change everything about it.
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I absolutely hated Eruption and even I think the nerf is a bit too much. However that is just my opinion.
It seems like anytime a thing has one problematic aspect to it, rather than fixing that problematic aspect, they just gut the perk. It happened with Billy. It happened with DS. Now it's happening with Eruption. Such a shame to see.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342691#Comment_3342691
I was referring to the claim Forged in Fog was quasi-licensed. That was unclear on my end--apologies there. Naturally there's no concrete evidence for teaser theories. That's kinda the point. Again, that was my bad.
I mean, yea, there rarely is concrete evidence for most teasers anyways. I just think this is a fun thing to discuss. Plus it just helps distract from the large amount of community discourse ever since the Eruption nerf got announced.