KateMain86
KateMain86
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@Neprašheart said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544107#Comment_3544107
I do agree with what you're saying, but I'd like you to elaborate onto why do you see Xenomorph unfun; Would that be possible?
Claiming XYZ isn't fun doesn't lead to productive discussion, and more or less always states for venting, making the opinion not worth considering because there's no explanation for that.
Any killer that can down a survivor from range is unfun to play against. It puts more pressure on the survivor to not only run from the killer, but also dodge attacks that you cannot see or always predict when they will be coming.
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Any killer that can injure and down a survivor from distance is not C tier. They already have a chase advantage and chases against them usually are much shorter than against killers without a ranged attack. Xenomorph is unfun to play against
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543538#Comment_3543538
I have the lurking suspicion, that this is part of BHVRs plan to make the game more fun, again. A lot was done in the last year to make the game more "balanced", and while we succeeded with that, we all felt the pangs of the aftermath: killers without OP regression felt they needed to tunnel, and tunneled survivors without DH felt the need to slam gens like their live depended on it (which it frankly does. Duh!), instead of memeing around or going for a brisk stroll around the grounds, leading to both sides tunneling and slamming away like its no ones business.
MFT, while severely hated by the killer community, was the ray of hope that a lot of survivors had hoped for: a new, slightly overtuned (maybe OP, maybe not) chase perk that let them reenact their favorite sketch from the Benny Hill Show.
And low and behold, next chapter kllers got Ultimate Weapon and Rapid Brutality, two perks that counter sneaky survivors hard and gave crafty and deft killers a 10s window to shut down those pesky MFT users.
Basically both killers and survivors got unbalanced, overtunend (maybe OP) new tools that they love and the other side hates and that breathed a bit of fresh air into the stale DBD formula. Games are allowed to be fun again, both sides now have something to fight the more frustrating elements of the game and we all get more chases that are winnable for both sides, something that we all dearly craved, yet harshly missed.
Our constant yelling and whining got the game pretty balanced, but this balancing act also optimised the fun out of the game and players used the last screw they could tighten (tunneling and slamming gens) to their full extend, tightening it as fast as they could. I guess asymetric games NEED to be a little bit unbalanced and swing both ways, allowing for dumb and hilarious misplays and spectacular triumphs. What we need now is a means for killers to be rewarded for hooks and punished for early kills, while not shooting themselves in the foot for letting a survivor on death hook getting away in favor of an unhooked conpatriot.
Not sounding dramatic, but DBD is at a turning point right now: BHVR must get it back in line and bring the fun back into the game, or else we will be left with a dedicated playerbase thats too stubborn to stop playing the game, while turning more and more bitter and resentful.
There are too many perks in the game. The problem with ultimate weapon is basically in the name of the perk. It is so powerful its like giving the killer a 2nd power rather than a perk benefit. The other problem with the perk is it forces every survivor player to play around lockers since you never know if the killer is using this perk. Hiding near the killer will be pointless since all they have to do is open any locker and every survivor nearby is revealed to them. So many plays involve close range hiding. This play is now basically pointless because of 1 perk. So much of DBD revolves around perks and whether or not you have the right loadout to deal with any given situation.
If they're trying to make the game more fun then you have to consider that not everyone plays the game in a universal way. Ultimate weapon alienates players who use stealthy playstyles when near objectives and the killer. No one is going to want to stay near any killer now knowing that if the killer simply opens a locker they will be revealed if they have this perk. I rarely see people run the killer for longer than a few seconds, so this situation is not ideal for most players. The perk is way too powerful, and the game overall is too heavily revolved around them.
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Ultimate Weapon is likely a deal breaker for a lot of survivor mains. This perk is way too powerful. No more hiding near progressed gens or really near any locker. I feel like most killer mains are going to start using ultimate weapon alongside iron maiden and any perks that increase their terror radius. Hiding near a progressed gen when you're in hard to win situations such as half your team eliminated and there is still a gen or 2 left to do is out of the question now. Killer players using this perk will open every locker on perk cool down that is anywhere near a gen. Survivors should not be so easily found when hiding in the open because a locker being opened makes them scream. How do you even counter that? Is every survivor going to be forced to use calm spirit forever now? Does that even negate all of ultimate weapons effects? I'm not at all happy about a perk like this being in the game now. It forces survivors to change their entire playstyle because 1 perk gives the killer survivor locations within their terror radius. No one is going to want to do hide within terror radius challenges anymore because of this.
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Absolutely not. Very few if any killers would opt into it, which would then alienate SWF players from the game for not ever being able to find a match. A LOT of people do SWF in DBD. If you take that away or make it near impossible for them to play then the game would lose a very large part of its player base overnight.
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Hoffman would definitely be a cool skin. John Kramer doesn't really fit the killer role in the same way the other killers do. I guess the same argument could be made for the Spirit, Nurse and Wraith too. As far as I remember their lore doesn't paint them as evil.
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I would be as excited as I was when the first Resident Evil chapter came to DBD which I think is the best collaboration they've done so far. Being able to run around Freddy Fazbear's Pizzeria in DBD would be a nightmare come true, but in a good way. 😁
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I've had an absolute blast playing TCM! Its similar to DBD in the sense of doing objectives to open the way to the exits when you're playing as the victims. The difference is how you go about doing those objectives. Instead of spending over a minute working on one objective you instead find items that correspond with an objective that allows you to progress further on the map and closer to an exit. Each character is unique in that they each have a unique ability that makes them efficient at certain things. You can also level them up through a progression system that makes them better at dealing with the different situations in each match. The more you play them the more you're able to progress them. Its kind of like DBD's blood point system but instead of spending points on items you're putting them into a talent/progression tree. There are also multiple paths you can take in the progression trees so you can try out one way and then another if you want to try a different style.
I could talk about it for hours but I don't want to spoil it for you in case you do give it a try. I definitely recommend it.
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That Yun Jin outfit would sell like crazy. They could probably do a really cool one for Yui too. Not sure about the others though.
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The d/c penalties need to be removed from the game. Either that, or the reasons why survivors d/c need to be addressed. Slugging and tunneling are by far the 2 most common reasons survivors d/c. There is absolutely no reason a survivor should be forced to stay on the ground for more than 30 seconds.
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I like to put butter in my coffee. I also like to try wasabi on new foods when I can. Same goes for avocado. I'll eat creamy avocado with just about anything.
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@loki1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485688#Comment_3485688
You're going to have to start chasing the survivor anyway, and in the meantime the other survivors in the pack will finish the generators very quickly. It's impossible not to get into chases. In any case, the survivor pack always has information about where the killer is and what he is doing. If only it were as simple as you say.....
This isn't entirely true, even in SWF matches. I did a lot of SWF when my friends still played and despite our efforts many matches did not end well for us. We also had around 15,000 hours experience among all of us with some who had played since the beginning. This idea that survivors are just naturally "in the know" about whats going on all the time just isn't the case.
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@loki1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485671#Comment_3485671
Don't forget about gen rush by the survivor pack. tunneling and camping is the only way for a killer to counter this. I wrote about this in detail in my post
The most effective way to deal with "gen rushing" is simply to patrol gens and not commit to extended chases. A killer eliminating a survivor fast is much more of a match changing thing in favor of the killer than 3 survivors completing 1 generator. Gens do not repair faster as survivors are eliminated. Survivors cannot do anything, including repair generators at any rate, in a way that turns the match in favor of them as much as tunneling does for the killer. Too often do matches end in hatch battles with only a couple gens completed.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485495#Comment_3485495
"Tunneling" has to become detrimental to killer progress while survivors keep the fast completion speed alongside an overabundance of resources?
Reality Check - Fun for you < What's fair in the grand scope. You need to acknowledge the entire thing.
If you have a suggestion for killers in light of my suggestion by all means share it or make a thread about it. I'm not against things being added for killer players to make the game more enjoyable for them. I am against things that make the survivor experience miserable and tunneling is one of those things. Tunneling is not "fair in the grand scope." It isn't fair at all.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484796#Comment_3484796
If a killer wants to tunnel they will do it and no change you suggest or is made will fix it.
The more the reward for doing it is mitigated the less they will do it. It has to become detrimental to their progress. Likewise, the killer choosing to engage other survivors has to be rewarding and incentivized more than tunneling.
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@RubberBrain said:
Tunneling is fine, both sides do toxic things that neither side like, tunneling is the most effective way to get killers and if killers continue to tunnel even after other survivors take enough hits for a down you think they’re gonna stop from endurance? And not only that but it’s not like every killer tunnels if you give survivors incredible anti tunneling kits survivors will abuse that even on killers that don’t tunnel
Survivors cannot do anything to the killer that shifts the match in their favor as much as tunneling a survivor does. Tunneling is not "fine." You basically acknowledged it as toxic when you said "both sides do toxic things." That isn't the point of any of this. I don't want DBD to be a game of who can be more toxic, or for players to have to rely on toxic playstyles to make the game playable. Tunneling should in every way be discouraged. It shouldn't even be a thing where any killer feels they need to do to gain advantage or win. In my experience killers have tunneled when the match was already in their favor. This almost always happens from the start of the match when it does. I could go through my screenshot folder and find a hundred matches where there were 3-5 gens still left to do and half or more of the survivors eliminated due to tunneling. Those gens don't repair faster when a survivor gets eliminated but 2 survivors are expected to finish repairing 3-5 gens against a hard tunneling killer. The power and advantage difference between killers and survivors is too much.
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It needs to be way more conditional. The Shape can stalk from a distance and begins the match with no terror radius. If the only condition is to fill up evil within to get permanent exposed with unconditional mori then there really is no point in trying after that. I have never had a match with this end well for survivors. The sudden power increase and inability for survivors to deal with it is just too much.
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@Mandy said:
The basekit protection on getting unhooked was to give a player a chance to get to a pallet, vault etc. Not to allow the survivor to remain in the terror radius of the killer and be untouchable. We've all seen what happened with old DS, where survivors would sit on a gen in front of the killer or do anything, knowing that they couldn't be hooked - definitely not an ideal scenario. The same would be with this - there's also the Undectable status to factor in there.
I think the current protection on the unhook does what it's intended to do, make running BT a non-necessary thing for survivors, and give them time to get to a safer area, whilst not making them invincible.
Tunneling is such a big topic, reasons of why players tunnel etc, that it cannot be solved (if it needs to be solved at all), by just increasing the basekit protection time, as that would then cause problems of it's own imo.
Then how about make the protection buffs persist in chase rather than just being within the terror radius of the killer? If the killer doesn't immediately initiate a chase on the survivor right off the hook then they at least have a chance of losing the killer and the protections will wear off naturally. That way if the survivor is to keep those protection buffs they would have to stay in chase with the killer, which will then fall on them to keep it up. If the killer knows they have those buffs so long as they are in chase then the killer will have reason to end the chase and go after someone else. The problem here is that killers figured out how to counter this very fast. The idea behind all of this is to encourage killers to chase other survivors and discourage them from chasing someone right off a hook. Give the killer more reward for seeking out other survivors rather than hard focusing a single person the entire time. Also just to be clear I am not saying keep the protection buffs even if the killer lands an attack. I was simply suggesting having the buffs persist so long as you're in the terror radius of the killer until the survivor is attacked.
Nothing kills the vibe of this game faster than being tunneled out of a match, especially early in a match. The survivor experience has to be better than this. Tunneling is a big topic because it is a big problem.
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@nars said:
Thats unnecessary. 10s of basekit BT guarantees you can reach any loop within 44m. Thats plenty of protection; basekit OTR is going way too far.
Whats unnecessary is tunneling, and your argument basically defends it. This is not a suggestion I made to make tunneling more tolerable. The idea is to discourage tunneling entirely to which much more is needed than just what I suggested.
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@[Deleted User] said:
I see my comment was removed. I guess it could have been seen as I was being aggressive. I wasn’t trying to be. I’ve just seen a lot of your suggestions and they do come off as you do want an “easy mode” for survivors. Nothing wrong with that and maybe the game would benefit from it but a lot of your suggestions shouldn’t be in the main game.
My suggestions are just what I think should be a natural part of the game. I don't want an "easy mode." I want fairness. I know that is defined differently for everyone which is what this forum is for so ideas can be considered for future changes. I only want to see DBD be a game where camping, tunneling and slugging do not exist. For that to happen, the game will need to fundamentally change. Not more perks, but change to the overall way the game plays. Not even this suggestion is the answer, but it is a start in the right direction in my opinion.
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@Stroggz said:
Killers are not allowed to play effectively eh
This isn't about playing effectively. The entire purpose of the unhook protections was to deal specifically with tunneling killers. It took them less than a week to play around it and make the change ineffective if they so choose to tunnel. The norm now has turned into the killer doing a mental countdown before attacking the survivor again so they don't get the speed boost for having endurance active. Its really come down to that unless you have a great loop nearby and are able to run the killer the unhook protections didn't really protect you. Also just to be clear, the killers who do hit an unhooked survivor right after an unhook but do not continue chase with them is perfectly fine. They're just trying to buy a little more time while the unhooked survivor recovers from mending.
My suggestion is only meant to discourage tunneling. If the killer knows that they will have to deal with unhook protections no matter what it may mitigate a lot of the tunneling. I know it won't make the problem go away because there are killers who still tunnel even after hitting through the unhook protections. However the problem of killers waiting out the unhook protections has become the norm now, so this is by no means a solution to the problem. Tunneling has to be addressed in a more severe manner so that killers will see no reward in doing it. My hope is that one day tunneling, among other things, will be a thing in the past in DBD and the game will have an entirely new feel to the overall playstyle both killers and survivors use.
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@Annso_x said:
I don't think killers would be very happy about a survivor keeping their endurance effect as long as they run after the killer, which would also be made really easy with the haste effect.
Tbh I think the DS nerf should be reverted, killers started tunneling like crazy after they stopped being scared of it. At this point idc that it hurt weaker killers more than strong ones, that survivors would need to bring it all the time or that we're basically circling back to how things were prior the meta shake up. DS worked, bring it back.
A change like the one I suggested would be a start but not the solution. This is a much bigger problem that has become increasingly harder to deal with because of how long it has happened in the game. We've been given several things over the years in an attempt to deal with tunneling which lets me know they see it as a problem that survivor mains don't want to deal with. Its going to take fundamental change ultimately, but like I said, this could open the path to a future DBD without tunneling.
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I do agree there should be other penalties to leaving a match than a stacking timer. In my experience, survivors seem to disconnect usually after being camped, tunneled or slugged. If as many things as possible are addressed as to why survivors d/c then over time you'll see less of it.
@Stroggz said:
People barely care about pips. Pips mean nothing. People will quit any other game if they face minimum inconvenience. Survivor is found first -- dc, killer gets blinded -- dc, bad map -- dc. With no strict punishing people will behave like children, they already do, but less frequently.
And playing with bots is no fun, we play this game because it is pvp after all. Well, at least me.
I really don't think the norm would ever be enough survivors constantly disconnecting at every inconvenience. People who do this will find themselves barely playing the game and finding most of their time wasted. After awhile they'll either play the game or play something else. Besides that, blood points are essential for survivors to progress their characters. You get nothing for leaving a match, so that incentive will always be there.
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The movie industry hasn't really been making great content for years now, particularly in live action adaptations of established stories. Rings of Power and Resident Evil are great examples of this to name a couple, but the list keeps growing everyday. The problem I think is that the wrong people are given the reigns to do something great with these IPs. That, and also the push to recreate everything for the "modern audience" that doesn't exist. I used to spend a lot of money on movies and would go to theatres all the time. Rarely did I leave disappointed. Now I am very hesitant to even go.
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Franklin's Demise shouldn't work the way it does on items at all. The only thing this perk should do is disable the use of the item for a temporary amount of time. It shouldn't force the item to drop and it shouldn't deplete charges.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480627#Comment_3480627
Rely heavily on knives.... maybe cause thats the only way for him to down people reliably? hes an 110% killer with no speed power.
You're talking as if the majority of survivors are experts at running killers for long periods of times. The Trickster is effective at minimizing chases because of his power. Getting downed in under 10 seconds is not fun. A power that makes doing that consistently easier because it can damage you at long range makes this happen too often. Running from the killer should be engaging, not annoying or feel like it was hopeless to begin with. And like I said, its situation for this killer. Outside maps favor him whereas indoor maps don't. A simple change to balance this is to basically make his knives do less damage the farther away he is.
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480616#Comment_3480616
If Trickster is downing you from long distance, they deserve to. His power does not lend itself to long distance shots, so their tracking was either very good or someone was running in a straight line.
You missed the point entirely and are trying to divert blame entirely on the survivor. This power is too much because it can be spammed with a high number of knives with only requiring about 1/4th of a full reload of them to hit. It doesn't matter if you don't run in a straight line when all the killer has to do is move slightly left or right when you do. Besides that, the recovery from the hits takes too long so unless you're able to dodge most of the knives in a full reload you're going down despite the fact you dodged most of the knives. Killers are rewarded too much whereas survivors are rewarded with too little in situations like this.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/383296/why-does-trickster-have-60-knives
He doesnt have 60, its 44, and he struggles hard around tall loops.
For starters, dont get caught out in the open or around low loops.
That is not possible in most situations. Relying on counter spots to this specific killer to deal with his power means attempting to keep him in very specific locations for the duration of the match. In my experience the Tricksters I go against rely heavily on the knives and are able to end chases too quickly.
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I decided awhile back that cleansing all 5 totems at the start of the match takes priority given how fast the match can change in favor of the killer if only even 1 totem is still up. I use a totem cleanse build to speed up the process but it doesn't always work out if the killer finds me before its done. Devour hope has to be dealt with as fast as possible given how quickly it increases the power of the killer. As far as how often I see it lately, I've had it used in about 10 of my matches the past week. It may have been used more often because you only know it was DH if you cleanse it after it powers up or you check the loadout after the match.
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Trickster feels like a very unbalanced killer, but it also depends on the map and area you're in. In the open you're basically helpless because dodging the knives feels like an impossible task. He throws them so fast you can find yourself in the dying state in no time. The fact a killer can do this from a long distance feels like too much power. Huntress hatchets have more of a risk reward feel to them because they require more precise aiming. It doesn't matter if it requires multiple knives to hit you to change health states when they're able to be spammed as fast as they are now.
The knives should not be able to continue to damage you for a short moment after changing health states. The speed boost does little to help when the damage can continue without a delay like a basic M1 attack. Apart from that, I think he throws them way too fast. Being chased by this killer is not a fun experience when the only thing that protects you from him is objects.
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It really is one of the more annoying things still in the game. The power increase once he hits tier 3, especially with the other addon that keeps him in tier 3 forever, is just way too much. The problem is this power isn't balanced around the objectives of the game for survivors. If DBD were a different game and survivors didn't have to focus so much time on being stationary at generators to escape then a power like this could work. It just feels very out of place for the current design of the game.
If these addons stay, there should be hook requirements for the tombstone ability. If the infinite tier 3 addon stays, survivors should have a movement speed increase that would require them to be cut off rather than caught up to in chase.
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Sage advice for us all.
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Is there an entry compilation anywhere of all the art submitted?
I might submit an entry for Kate in next year's contest. I have a lot of ideas I haven't put on paper yet.
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@Kaitsja said:
@KateMain86 You hear that? "Kates are usually so altruistic and they will do anything to save you. I like Kate players." Kate mains be getting some recognition around here. 😂
Kate players do often seem to go out of their way to help their team. Theres something very unique about her character that I think resonates well with a lot of people. Kate could easily be the face of DBD. They should change the game's cover art to Kate and Trapper looking at each other with a "go to hell" look on her face.
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@Frogsplosion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477671#Comment_3477671
So we should remove all toxic play styles then? Okay how about gen rushing, running four flashlights and flash bangs on a single team, boil over combos, honestly we have to get rid of map offerings entirely so survivors can't run stealth builds on massive maps and just completely hold the game hostage, not to mention endurance stacking with dead hard and made for this, the sheer amount of misery and toxicity survivors are currently capable of far exceeds that of the killer.
The amount of survivor bias on this forum never ceases to amaze me.
Sounds like you have a problem with SWF. This hardly ever happens naturally in solo que. Survivors cannot do anything as match controlling as camping, tunneling or slugging. These are things many killer players have abused for years. These situations always favored the killer and placed survivors into near to impossible ways to deal with it. You're trying to create a problem where there is none because survivors are getting ways to counter things that has given too much control of the match to the killer for too long. There is no bias here. Don't forget that these changes are entirely based upon the playstyles of killers over the years. If these things were not common we wouldn't need solutions to deal with them. DBD could very well be the same environment it was years ago had most killer players simply not played in a way for so long that required these changes to be made.
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@zeemgeem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467664#Comment_3467664
So should they add a 4% chance for the killer to make a survivor to instantly teleport to a hook without chasing them? If it's a rare chance, it's automatically balanced, right?
Nope, because this is entirely a killer made problem. Because of the endless excessive toxic playstyles of many killers over the years these changes make their way into the game. Your comparison is not an argument. Its wanting something to change where there is no problem because a solution is being offered where there is a problem.
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This is also my biggest complaint about the Shape. Almost every single time I go against this killer he's using either the infinite tier 3 addon or that and the tombstone addon that lets you mori survivors regardless of hooks or health state. These aren't addons that enhance the killer's power or function. They are additional powers for the killer that instantly turn the match completely in his favor for the entire duration of it. Its just not fun to play against. This killer needs a complete rework.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475269#Comment_3475269
I'm genuinely not sure how you can be bad at using old DH, but I suppose some people had to be for the perk to have made it 5 years.
Like, MFT, I can get. If you don't have good pathing, it doesn't do much. If the Killer swarms the hook, not much value. If you suck at looping, not a lot of value.
But old DH was literally so versatile. You could even use it to ramp off of objects. Dodge hit, make distance, make a pallet, make a window.
We weren't bad at using it. Killer players were just good at countering it. It was never a problem with the perk. It was the problem of the killer for failing to bait it out properly. It worked good when it was used right, but that was the point. Skill based perks are supposed to have the most reward. The problem was the bias it created when used successfully against the killer. It was a triggering perk, but most things in gaming are when you're outplayed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475248#Comment_3475248
Not even close.
DH for distance was absurdly busted and there was nothing a vast majority of Killers could do about it.
It may not have been an I-win button, but it's as ######### close as we're gonna get.
I used to do full SWF with friends who had played since the beginning with thousands of hours experience. We all used DH with voice communication. There were a lot of matches where it made no difference. Many more where it hardly mattered at all. Killers became increasingly better at baiting it out, especially the ones we played against since our SWF team consisted of such high experienced players who were always red ranked. I actually stopped using old DH several times because for me it wouldn't always work out well. It was a balanced perk that relied on skillful use in appropriate situations to get the most use out of it.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475217#Comment_3475217
Uh, okay, gonna stop you there.
Original DH was a massive ######### problem. Like, one cannot overstate how much of an issue it was.
Even reworked DH was still really good. I think they nerfed it way too much, but it was really good.
It was good when it was used right like I said in my first post. Original DH was not an "I Win" button. You had to use it at the right times or you did not get benefit from it. There is way too much overreaction to just about everything that allows survivors to do something new or have some kind of an advantage against the killer.
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Dead hard was never a problem. It was effective when used at the right time and punishing when it wasn't. Any new perk these days that gives survivors even the smallest edge in killer interaction situations is quickly seen as problematic. I haven't even bought these new characters yet to get the perks but after all the complaints I've seen about them I don't know if I should now.
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The pipping system has always felt strange to me. You'd think the survivors who interact with the killer the most would be rewarded the most for it but that doesn't always happen. You basically have to do a generous amount of everything it seems.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473344#Comment_3473344
We wont see eye to eye on this because your perspective and others are wrong. And i see how the community playerbase shifts with every cosmetic release and when others are neglected for long period of time. We are beginning to see a shift within yunjin and even haddies playerbase right now and both werent that popular to begin with. Even kate, 2 years ago wasnt played much because she was rarely getting skins for a long period of time. I remember and know this to this day.
So too bad for you. Im going to continue to be fixated on it because i know im right. That sounds like a you problem if you cant grasp that.
No one is going to take you with any seriousness when you keep talking like this. You have a very irrational attitude about this which is why your go to arguments are always to wrongfully claim the devs don't care and insist you are right about everything because you fail to see the truth when it is presented to you. Your stance from the beginning has been "I'm right, you're wrong." Why should anyone listen to you and take into consideration what you have to say about anything when you have an attitude like this?
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473219#Comment_3473219
Why are you putting license survivors into this? They are entirely different as their popularity is determined by their own series on their debut. And please dont tell me anything about a character having to be interesting first and foremost when feng is literally carried by cosmetics alone when her lore and personality within her 2 paragraphs of base lore is drier than the Saharan desert. The number of cosmetics definitely helps their playability. And ive asked this question to so many people about how they decide their mains based on what cosmetics and what survivors they avoid due to not having any cosmetics.
And if you wanna put licenses into this guess which licensed survivors are played more. Among them are cheryl, ST survivors, and RE survivor because they continue to get things. While the less popular ones like tapp, quinton and even yoichi are also examples of less played due to less skins. Even Ash is being played more currently because of 2 rift skins. So dont tell me how # of skins doesnt really help with their playability. Cause you are wrong.
I honestly feel like you are just blatantly ignoring everything I and others are telling you because you refuse to see this through any other perspective than your own. The cosmetics have nothing to do with how often the license characters are played. It has everything to do with how popular they are and you literally proved my point in that. That is why I mentioned the licensed characters. You are fixated on this idea that throwing cosmetics at any character regardless of the character will suddenly make people start playing them. David already has a lot of cosmetics, so your argument of more won't change people's minds if they've already decided they don't want to play him. Tapp, Quinton and Yoichi are less played among the license characters because the others are way more popular than them. The RE characters are arguably the most popular licensed characters in the game and they aren't played more because they have more cosmetics than other licensed characters.
Feng isn't carried by her cosmetics. She gets cosmetics because she is popular. Feng didn't always have all the skins she has now. People liked her from the beginning and the devs capitalized on her popularity. That is what this is all about but you keep ignoring that.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472791#Comment_3472791
How can there be competition when he's not getting any new skins over a long period of time? Why play a character thats not getting anything when u could play someone else that gets something every update and thats new. If he got more new skins then he would be played more
More skins don't always equal more players. The character has to be appealing and interesting first otherwise no amount of skins will really matter that much. Also a character can be popular without skins. Some license characters are an example of this. To answer your question about competition, they need only introduce a more appealing character for that to happen.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472268#Comment_3472268
Wow, if you believe its scornful abuse to say their best aint good enough in the cosmetic department then thats on you. And you're misunderstanding my words because this isnt just about what they do for the lgbt community. This is an issue that goes to other characters like elodie, jake, and used to be haddie. About them neglecting characters over a long period of time without new skins. But then again, as your name suggest it, im not surprised that you dont see that since your main continues to get things but you dont care for other playerbases being neglected without anything as well.
I see this far more clearly than you do. I am not speaking from any bias either. When you say things like "but you don't care for other playerbases being neglected" it shares the same sentiment as what you said about the devs concerning cosmetics for David and further proves the things I said in response to it. These are things you think or want to be true because you refuse to listen to what other people have told you about this. This has nothing to do with what I care about or how much an individual person likes any given character in the game. This has to do with what is marketable and will turn a profit for the work put into it. You're looking at it from a personal perspective. The company looks at it from a business perspective. To imply they are doing something wrong or don't care about something by neglecting a character you personally like is unfair and selfish. These characters were made to make money for the company. The devs are under no obligation to devote time, money and effort into anything that isn't worth it. There is no wrong in that.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471998#Comment_3471998
Absolutely not. Im free just as many others have voiced their concerns over haddie not getting much, to voice my opinions without throwing insult etc.
You can give your opinion without being insulting, which you were when you said they don't care. Why would they even bother doing all of the things they have done for the lgbt community if they didn't care? They didn't have to do any of this. They could've just continued the game as it was before they started lgbt representation in the game and none of this would have ever been an issue. After all they have done I just find it hard to believe that anyone could think they don't have at least some genuine care for these things.
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This is insanely good cosplay. It looks like scenes from a big budget movie its so good.
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@MalekithHatesSnow said:
Is this like the new thing now just call BHVR bigots because they wont release an outfit for David? This is the second discussion on the front page relating to this
I think its going to get much worse as time goes on. There will always be a problem somewhere. The devs literally go out of their way to highlight the lgbt community year around, especially in June and people still think they are not genuine in their support.
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I wasn't talking about just characters. I also said that I know of. I've never played Apex Legends. Its still disingenuous to say they don't care in light of everything they have done.
@SpiritsHusk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471965#Comment_3471965
Didn't know there was a contest on who has the most LGBTQ characters
Exactly this. The point always goes over people's heads.