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Iron_Cutlass

Iron_Cutlass

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  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342275#Comment_3342275

    Forged in fog was originally licensed, then that broke down; so instead of scrapping the idea so close to release and rushing, they just redesigned him and sold him as original.

    Forged in Fog is still based on a Licensed IP, seeing how it was still technically apart of the For Honor universe (remember, For Honor put DBD in their game, so DBD had to do the same still).

    I overall think from a marketing standpoint, it's still a really good idea to do, since you can create your own characters and develop them in ways that draws in more interest. Ghostface in DBD is not the Ghostface from the movies, but people feel more connected to the DBD Ghostface because there is more interesting stuff going on with them, and their character is more developed.

    But I lean towards this heavily being a MYM-Collaboration/Inspired Chapter since BHVR normally ties their games together. DBD has references to Naughty Bear. It has masks based on Death Garden. But we have yet to see a character from their other games be put into DBD, and a game based around an apocalyptic world based on death and destruction seems like a perfect fit for DBD.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342275#Comment_3342275

    There’s no evidence of that.

    Also, regarding the yearly cycles, they start at the Anniversary release. Since that was Roots of Dread, that was an original chapter. Only Project W was licensed this year.

    There is no evidence of it, only than some of the sketch designs, but that's literally it.

    Most theory-crafting with trailers are shots in the dark to begin with from low little information they give.

    Remember the Pinhead Teaser? Everyone thought it was FNAF from how misleading it was. And stuff like that has happened multiple times in the past (A Binding Of Kind is a prime example).

  • @calem said:

    Personally I'm going to dislike if they're just re-using things from Meet Your Maker. Crossover makes sense, just not something I'd call creative. Main thing is as long as the killer's fun, I don't really mind too much what it is.

    I still think it would be original stuff, just inspired by the universe if it makes sense.

    Forged in Fog is based on License content, but it is an entirely original character and design. Even Ghostface did something like that. I think they might do something like that again since it seems to work for BHVR.

  • I mean people camp with CoB, Eruption, and Overcharge anyways, if someone is going to camp, I dont think they care about perk value, because if you are losing to the point to where camping is necessary then your perks are basically worthless anyways... unless we are talking about camping the hook after the first chase at 5 gens still remaining, in which case people who do that normally bring a dedicated loadout for it and Eruption is definitely not apart of that.

  • @Firellius said:

    It's DS all over again.

    "Hmmm, this one thing only has one slight problematic aspect about it... let's change the whole thing."

    Happened with Billy.

    Happened with DS.

    Now it's Eruption (and dont get me wrong, I hated Eruption, and even I think this this too much).

  • That would not work at all. Even if a Survivor is the animation for Any Means Necessary, the Killer can still break it which instantly stops Any Means Necessary from proc'ing.

    Also it takes a lot longer to reset a pallet than the stun duration. It been that way for a really long to prevent people from abusing it.

    They only way this can be "abused" is for Bloodpoint farming but that's about it really.

  • @[Deleted User] said:

    I think people are focusing a bit too much on the effect on solo vs SWF. Yes, that's a factor, but BHVR could have looked at it and decided the values were too much either way. It can be problematic in both regards.

    We also need to keep in mind SWF isn't a blanket term for all SWF when we talk about how Eruption disproportionately affects players. Not all SWFs use comms. Not all SWFs are able to effectively comm Eruption. It's not as easy as players make it out to be. If someone thinks it's easy, they most likely haven't actually tried it. We don't communicate and react at the speed of an internal monologue in real life. The best teams in the world get hit by Eruption.

    This is a good point, but it is nice the point out the counterplay vs no counterplay situation it has created. With comms, it can be countered to an extent (as you said, sometimes SWFs do get hit by it, by my post was hyperbolic to say the least), the same definitely cannot be said for SoloQ which is in a constant guessing game.

    I have gone on record that is a SoloQ player, I do not mind the time it wastes, or how much it regresses, I mostly care about feeling useful towards the team. Eruption made me feel useless, it made the game unfun since I cannot do 95% of actions in the game for 30 seconds. And the fact that I could rarely avoid made it feel even worse to play against. If I could heal, do totems, work on Archives, I wouldnt hate the perk so much, but Incapacitated was just not the way to go for the perk imo.

    Entity Blocking (and removing screaming), provides a balanced point where the perk will always provide value but let people do whatever they want while they wait. It's this right middle area where I wouldnt feel useless, and it would still be effective against people of all skill levels, SoloQ or SWF, etc.

  • @Bran said:

    I'd prefer the incapacitated effect for at least 5 or so seconds. Just so they aren't getting right back on it.

    Kinda ruins the uniqueness and level of the perk ya know?

    Yea, there would be no reason to run it over perks like BBQ or Infectious Fright.

  • @MonicaLapacini said:

    Now BHVR step back to survivor sided.

    They nerf only killer and buff only survivor.

    I mean Patch 6.1.0 would heavily disagree, they dont "only nerf Killer" or "only buff Survivor".

    Besides, people consider SWF to be the highest level of strength in the game, but Eruption being nerfed does not change how useless it was against top tier SWFs, nothing has really changed in that regard.

  • I feel like DH could be more in line with David's other perks, maybe requiring a Survivor to get a safe unhook or protection hit for another Survivor to be able to use it?

    Personally I dont use DH anymore, I use to use it post-Patch 6.1.0 but realized that I relied on it a bit too much so I started using other perks.

  • @tippy2k2 said:

    I disagree

    It's not scummy of you at all. If they're going to go to a place where you can't hook them, the only way to deal with them is to let them bleed out.

    Play stupid games Boil Over survivors...

    Honestly at that point I dont care what the other Survivors do, I make it my personal mission to get the Boil Over Survivor out if they keep running to the same spot over and over... I just really hate Boil Over, it's not a "strong" perk, just an annoying perk to deal with. I also just think it is boring for both sides since you are basically doing the same thing over and over expecting different results.

  • @Sadako_Best_Girl said:

    Coup de Grace is easily top 15 in the game. Unless you are an m2 only killer like nurse it can be a life saver on a crapton of loops. There has been so many situations where I have completely turned the game around because coup allowed me to end a chase that otherwise would have gone for ages.

    Coup de Grace on Demo was something I ran a lot. Everyone ran STBFL, I ran Coup. 😎

  • @Dinan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340633#Comment_3340633

    lmao with PT you save like what? 7 seconds LMAO that is NOT op

    PT is less efficient than people splitting Generators, however whenever there are less Generators remaining, meaning Generators cannot be split as much (nor is it as effective), PT can be valuable tool.

    TLDR; early game PT is useless/harmful, late game PT is insanely valuable.

    Not saying that it is OP or that it isnt OP, just explaining it since people seem to not really understand this.

  • @Mew said:

    exaustion perks as a whole are poorly designed, getting free distance for doing simple tasks is bad design and overall unfun to face (this excludes head on and smash hit.) imo a meta with SB, lithe, and overcome would be 10x more boring than a DH meta.

    slowdown perks are also badly designed, and imo are part of the problem in skewing kill rates and hurting balance. there should be a hardcap for slowdown OR rework the perk system limit the use of slowdown, going against a quad slowdown sadako vs a basekit sadako is vastly different.

    CoH is fine by itself, the problem comes from it stacking with medkits and having no hard cap for progression speed. medkits are also a problem as well but thats not an unpopular opinion.

    nurse is not a hard killer to learn, she only really takes muscle memory and a small bit of game sense- which just comes from playtime. i think huntress is the hardest killer to learn and master in the game.

    I think the Exhaustion Perks opinion is pretty 50/50, I agree with it to an extent.

    Since you obviously have the meta Exhaustion Perks like Dead Hard, Lithe, and Sprint Burst. But most other Exhaustion perks are situational and/or have a weird activation condition that makes playing with the perks awkward; Balanced Landing and Smash Hit.

    CoH being fine I do kind of agree with. My main issue is that nobody brings any other Boon Totems into a match, I just wish B: Shadow Step, B: Dark Theory, and B: Exponential has more going on with them. They are slept on and really need that extra "umph" to keep up with B: Circle of Healing.

    And Nurse not being hard I heavily agree... but also to an extent... I personally find Nurse easy and I play her on Console which is suppose to be "incredibly difficult" and "damn near impossible". However I feel like I cant speak for others on this topic, since something I may find easy, others might not. Not everyone is the same. (Also I do think Huntress and Hillbilly are the two hardest Killers in the game to master, both are equally difficult and there is no "clear hardest" between the two.)

    Normally I dont comment through these threads, but your comment was really interesting and I just wanted to give my thoughts on it.

  • I will, at a later date though, as I said before, I do not want to spam the Forums with these since you can easily flood the Forums with them. Next time I might keep the response period open longer so more people can participate and discuss it!

  • I thought it was going to just be a small list of addons to pick from but damn it's basically all of them.

  • I know exactly where you are going with this and your point is meaningless to what Ive been saying. As regardless if it is "intended or not" the execution of preventing SkyBilly has directly hindered every other Killer in the game because of laziness. The solution to solving SkyBilly is changing Billy's hitbox, the solution is not adding invisible walls everywhere.

    Again, the issue isnt about SkyBilly specifically, the issue is that it interferes with normal gameplay because it is poorly executed, Ive stated this many times. You can look back at every single reply I have made and I put specific emphasis on this affecting other Killers in the game.

  • @Emeal said:

    What you think they do it on purpose? Why?

    They add walls at specifical ledges that are used by SkyBilly... so yes, it is very much intentional.

    They added one to Borgo recently however it interferes with other Killer powers and general play.

    I wouldnt have an issue with these invisible walls if they didnt hinder gameplay so much.

  • Matchmaking incentives depend on a lot of factors, so I wouldnt use them as a solid basis to say "this role is more/less desirable".

    Factors Matchmaking Incentives Depend On:

    • Time of Day
    • Region
    • MMR
    • Events (If Active)

    For me personally, matches feel the same as before. I can hardly tell a difference as Survivor and Killer since the SoloQ HUD changes do not cure stupidity unfortunately. I feel like the DBD community is overreacting and will forget about this update in a few weeks.

  • It's not so much a buff but moreso just a rework.

    The perk requires the Killer to hit you to get the distance, so it increases the risk, but the distance you gain is more than before, so it has a higher reward. Basically the risk and reward shifted.

    Also before DH being strong or weak versus certain Killers has also shifted, Trickster could still down someone who uses Dead Hard because laceration does not reset. But now DH resets the laceration since it takes a health state and puts them into Deep Wound. Meanwhile Killers like Legion and Deathslinger can ignore Dead Hard entirely by putting people into Deep Wounds to begin with whereas before it was insanely problematic.

    DH also did *kind of* get nerfed since you cannot avoid certain Killer powers, such as Doctor's Shock Therapy and Static Blast whereas before you could completely avoid it, but this was a much needed change. DH still makes you lose collision with the Killer so you can still window-tech or use it for better flashlight positioning, etc, but it's not as absurd as before since you do not gain distance from DH's immediate activation.

  • I just wish the map had more going on with it, it's stupid how you can basically see the Killer across the map without even needing some tactical positioning because the map is too damn open.

    "Oh but what about Huntress?" Even with Huntress, going for crossmaps feels difficult since the Survivors can still easily see where you are at and know to prepare for hatchets. Huntress needs this middle area where it is open but not too open.

  • Because it is fun.

    No Mither makes things challenging, you are handicapped and often targeted by the Killer since you are inherently weaker. It makes things more exciting by effectively putting you and your team at a disadvantage, it provides more thrills to chases since more is on the line.

  • @tippy2k2 said:

    Even if you ARE actually stream sniped...

    That's the risk you take advertising your TTV in your user name dude. Deal with it or take your TTV off your name shrug

    But yes, I have also been accused of stream sniping when in reality, it was a perk (usually A Nurse's Calling) that told me exactly where you were at

    People just have the inability to read perk discriptions.

    I cant tell you how many times Ive been accused of cheating because of Mad Grit.

  • @AnnaEliza365 said:

    This is a question for killer mains. What is, in your opinion, the ideal survival/death ratio that BHVR should aim for? 50%? 60%? 75%?

    Personally (survivor main), I think 70% is a pretty good kill rate to aim for.

    Honestly, I dont really know. BHVR has dug themselves into a hole with MMR being based on Kills instead of Hooks. Since Hooks can be much easier to balance for than Kills. I feel like the ideal scenario for Killers should be getting 6 Hooks for a tie, 8+ Hooks for a win, with a 50+% winrate.

  • @Marik1987 said:

    Its Legion. I hate playing against Legion. Thats it.

    My advice: close the endgame chat and play whatever u want. As killer, you will mostly get salty posts when u win.

    I myself play "tryhard" till I am Iridecent 1 (Achieved since 3 days), now I play unusual stuff and dont care about the result.

    This post isnt even about salty messages, mostly just about the build itself. I just would like to know what qualifies as "sweaty" honestly.

  • Can I just say how clean those lines look? Like damn.

  • @StarLost said:

    https://youtu.be/cbvFZnE7j3g

    TL/DR:

    • Gens can go way faster than they did pre 6.1.0, due to a lot of regression perks getting nerfed and some 'faster gen' perks being insane especially in SWFs.
    • 'Nice guy' killer builds are less viable/useful, due to the nerf to BBQ, Pop etc.
    • Camping is less effective as a 'hail Mary' strategy.

    It's an interesting take. Not quite sure where I come down on this or if there's a solution.

    If you want my opinion on this whole things.

    Generators are only faster because Survivors feel more inclined to bring Generator-Speedup because of Generator-Slowdown. Killers feel more inclined to bring Generator-Slowdown because of the increased Generator Speeds. Killers feel more inclined to Tunnel and Camp because of the Generator Repair Speeds.

    I personally think the game will be more healthy if Speedup and Slowdown were nerfed or had diminishing returns when stacking. DBD has a lot of fun perks, but both sides feel as if they cant use them because matches are either too quick or too slow without meta perks.

  • If the perk does not mention the Incapacitated debuff, then it does not have any effect upon Incapacitated.

  • @Mr_K said:

    Eww Legion, what a super sweaty killer choice.

    Yea, I should have played a D-Tier Killer like Nurse instead. 😔

  • @Wowie said:

    They're probably just pissed at lethal, I had some people yelling at me for using it on Slinger a few times. But nah, it's a cool build imo

    People were pissed about SH: Floods of Rage and Trail of Torment surprisingly. Youd imagine more people being upset about Lethal Pursuer, but with Legion, if one Survivor is found, everyone nearby is found anyways, so it's not like it matters I guess.

    Also, might I ask, what build do you run on Deathslinger? Im pretty horrible at ranged Killers but I want to maybe pick up Deathslinger since they look fun to play.

  • As long as it falls in line with the Forum's TOS, you can discuss such things.

    If it is Off-Topic, make sure to post it in the right Forum section.

  • When they added this effect to Spine Chill, they said specifically that it is a placeholder for the Visual Terror Radius that is going to be added. Since a lot of deaf players were upset about Spine Chill's rework (and rightfully so considering how this game relies a lot on audio) so BHVR added the effect as a temporary addition until they flush out the Visual Terror Radius.

  • @MikeyBoi said:

    In higher level play, You can’t expect to win as Myers, Pig, Clown, Trapper, Wraith for eg and the reason why is because most m1 killers if not all of them take little to no skill to play you’re just tapping and hold buttons in such a braindead way to get hits/ downs on survivors.

    Blight, Hillbilly,Nurse and Huntress for example require developed mechanical skill to outplay good Swfs in such a unique way that you’ll often come out on top compared to the majority of killer arsenal when you get over that skill gap.

    I would moreso lean towards Billy and Huntress being more skillful, mainly Billy. I am a bit bias, but Id say they are the most difficult Killer in the game to play at the moment.

  • Honestly, I think that is a good idea. I mean, We're Gonna Live Forever got to keep it's Token mechanic, I dont see why BBQ didnt get anything with it.

  • @Nirgendwohin said:

    because there are only 4 perk slots

    I cant wait for someone to use the "acktually, Survivors can have 16 perks".

    In all seriousness, the only time I have ever disliked Breakdown was when Midwich hook spawns were bugged and half of the downstairs hooks were missing, so people kept sending me to Midwich to abuse it. But even then, it's not even the perk that Im mad at, I just really hate Midwich (as Killer and Survivor).

  • @saintjimmy456 said:

    I don't get why they changed the noose offering but there's a guy hanging dead from a noose here - mixed messages.

    https://us.v-cdn.net/6030815/uploads/87BYMICK3Z80/deadbydaylight-01-02-2023-12-18-29.png

    The difference there is that is an execution and self-harm is inflicted upon one's self.

    Self-harm and being killed because you are a criminal are two completely different things.

  • Both the range and the noise itself are lowered, the only time this effect does not apply (at least apply normally) is with certain perks such as Iron Will and No Mither, since they apply the reduced audio in a different way.

    I tested this awhile back with some friends in a Custom Match.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333634#Comment_3333634

    Because if something relies on bloodlust to eventually end, then it can be infinite in a situation that prevents the chase from ever starting, whether that be simple distance, or minor speed buffs, or 110 movement speed.

    I'm not talking about this loop in particular, just the idea in general.

    Allow me to rephrase what I meant.

    Im not saying Bloodlust and Entity Blocking is required, you will eventually catch up with base movement speed. Im saying those two things specifically help to deal with those loops, since those mechanics are designed to be a "fix" the awful map design.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333613#Comment_3333613

    Semi-Infinite might be better, if the only thing that beats it is bloodlust. Not sure on what to call it when it's "wait for entity blocking", maybe the same thing?

    The window provides distance but you are still able to keep up chase and start a chase to gain Bloodlust to begin with.

    Also there is no such things as a "Semi-Infinite", it is either an Infinite Loop or not one; it can be a Strong Loop, but not an Infinite Loop. Im not sure why people are afraid to call Loops to be strong, when it is literally just that, strong...

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333602#Comment_3333602

    Oh, really? So how should i play around this "not-infinite"?

    And could you please notify Mother's Dwelling and Garden of Joy that they no longer have an infinite? I'm afraid those maps don't know about that

    1. Those loops are not "Infinite Loops", as an Infinite Loop has literally no counterplay and lacks the ability to gain distance upon a Survivor since Bloodlust does not help or chase is broken from the amount of distance gained. On the loops you mentioned, you will eventually catch up to the Survivor, albeit it will either take some time or require exhausting the window via Entity Blocking... These loops are definitely strong and should be looked at, but are not Infinite Loops like you say they are.
    2. The only "Infinite Loop" that exists in current DBD is the main building of Dead Dawg, which if you start running it a certain way before a chase is actually started, there is nothing the Killer can do to catch up since they will not gain Bloodlust. Another Infinite Loop can be made by breaking certain doorways on that map if you arent careful. However, people do not run main building properly enough on Dead Dawg for BHVR to consider it problematic so expect it to not be changed at all.
    3. Using the term "Infinite Loops" loosely is something I do not advise since Infinite Loops are actually really problematic for game health and should be considered separate from "Strong Loops", it pulls attention away from insanely problematic map design to call things "Infinite Loops" when they arent.
  • The entire existence of camping and tunneling is holding back weaker Killers imo. It inflates Killrates which leads to them being seen as "fine" or "in a good position"; unfortunately, the only way to fix this would be to overhaul the game mechanics to prevent camping and tunneling, which would me Survivors stronger, and also make a lot of Killer mains just quit the game if it happened (a lot of people will be upset that they cant facecamp and remove that one teabagging Feng in one match and just quit).

  • Huntress is a really laid back Killer to play, since you really just focus on going for cool shots more than actually winning the game. She gives you something to work for when it comes to improving, there is always that "next amazing shot" to go for.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329808#Comment_3329808

    That's ok for me but there are arguments why it should still stay in some form to punish dc/afk:ing players.

    If you DC or are AFK, you are actively not playing the game, so you literally shouldnt even gain a Pip to begin with anyways. People forget that you can just not get a Pip from a match, Depipping and Pipping arent the only two things ya know.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362650/please-kill-switch-the-twins

    Why should they be killswitched? I have played about 50 twins games in the last 2 weeks and have yet to see this supposed bug.

    It's kind of like that one Nurse bug that softlocked players awhile back. It has a very niche case scenario behind the bug that makes it rare to come by.

    Difference here is BHVR actually killswitched Nurse (hell, even Clown got killswitched over a minor bug), but Twins remains the same. Just because it isnt "common" still doesnt excuse the lack of killswitching, it still ruins matches.

  • How would this work with other Boons effects though?

    Since the main issue with the idea is that it would really shaft Dark Theory and Shadow Step, which are already neglected and ignored by the community.

  • I honestly thought for a long time, it was a really good anti-tunnel perk if you manage to get value from it. But Idk if it is bugged or nerfed or whatever but it is not as good as it was before.

  • @sizzlingmario4 said:

    Old killer meta was better. Old survivor meta wasn't.

    Definitely.

  • It should be irrelevant, but I find it annoying since it takes away from more important things, and only leads to community discourse and divide. Ive had to change my DBD name several times because people from the Forums just hard tunnel me all game over an opinion and talk s--t post-game; Im just tired of it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329133#Comment_3329133

    I mean, balancing does not mean that both sides need to be hit equally like "1 Perk from Killer, 1 Perk from Survivor". Personally, I think DH is fine. The main complaint all the time was "DH for distance" and this is gone. That the Perk is used a lot does not make it problematic.

    However, both sides will get a few Perks changed and I also hope that they revisit some of the Perks they already changed. E.g. I would be happy if they return DS to 5 seconds or make Ruin or Iron Will worth using (IMO Ruin disabling when someone is dead while staying at 200% regression and Iron Will reducing Grunts of Pain by 100% while making perma-exhausted would be great, but I dont think BHVR agrees on that...).

    But what I really fear is that they nerf even more Perks just for the sake of removing them from the Meta, like they did with the first Perk Rework (e.g. DS was fine after deactivating in Endgame, Ruin would have been fine with one of the Nerfs as written above, PGTW did not really need a change (even tho, in retrospect with all the other Gen-Kicking Perks I am quite happy to not see PGTW in it as well...))

    People can have their two cents on the DBD Forums about how strong or weak each perk is, but my entire reason behind it being nerfed is just so people will stop complaining.

    There is the obvious issue of Auto-DH but that is more of an issue of people cheating than DH being an issue.

  • Windows of Opportunity only really exists to aid players in chase, but I kind of see it as a fine perk, especially for SoloQ. In SWF, I can at least make the argument that they can call out what pallets they used so hypothetically they dont need it, but SoloQ you can run yourself in a complete deadzone without realizing it because you lack the information from being, well, SoloQ.

    My only issue with the perk is that it is used by some players to run from pallet to pallet and instantly drop them without thinking, but that is a symptom of bad map design and less of the perk itself being an issue.

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