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Krazzik

Krazzik

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Krazzik
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  • 6 or 7 I guess, it's pretty douchey but with the Myers achievement especially, why should they hand you the achievement? It's a badly-designed achievement and if a survivor doesn't wanna leave a locker to give it to you, it's not -that- bad.

  • I'm just getting 'em on whoever I need to level up. Just bought Vecna and the bard so they'll be getting a lot.

  • @alexAvory said:

    I still don’t get why they need Microsoft’s permission to update their game. I have never heard of that in my life.
    I appreciate you trying to help I’m just pissed man I’m sitting here watching my girl play the event and I’m bored asf on one of my only days off.

    This has been the norm for a long time now, and it's one of the bigger issues when it comes to updating multi-platform games. For PC it's fine and BHVR can update their game whenever they want, but for console patches they need to have them approved by the company that made the console. Some companies are better, more lenient and/or faster at this than others.

    It's why for quite a few games, consoles get patches days or even a week or two after PC, though sometimes devs will wait until they can just send the patch out for everyone.

  • Can I buy my survivor a cellphone? O:

  • Are you complaining about the Clown? Really?

  • If you're gonna run Weaving Spiders you should ALWAYS run Resilience. You're gonna be perma-injured anyway.

  • As has been said it'd be pointless. If the devs did badly, people would use it as proof the game is BLANK-sided, if the devs did well, they'd ignore the result saying that they were just matched with bad players.

  • Party games generally have much more RNG and are much more accessible for newcomers. DBD has an absurdly steep learning curve and new survivors can expect to lose game after game for quite some time before learning even the basics.

    It's really not a party game.

  • I mean the info would still be there, the sound and notification just make it easier for people, rather than having to keep your eyes glued to the HUD. Doesn't really make sense to remove and make things more awkward.

  • I guess they want multiple slowdown to not be the meta, but even with the nerfs I'm guessing multiple slowdown will still be the meta, that's just how strong slowdown is. Pop was run a little at 20% but only on certain killers in certain builds, it's no longer always good to run.

  • Freddy and Myers need some significant buffs, and Trapper still needs more as well.

  • It's probably technically against the rules, simply because you're not engaging in normal gameplay, and have gotta be working with the other side which is a strict no-no.

    However, since you're incredibly unlikely to stumble across it accidentally, it's not -that- big of a deal, but will probably eventually be dealt with by BHVR.

  • Yes, the killer and survivor shroud offerings benefit the other side more. Ideally survivors want to split up, but because DBD is a horror game and it's spooky to be alone, they give them offerings to start together.

    The only shroud that doesn't screw your side over is the survivor one to start as far as possible from the killer, which can actually help you work out where the killer spawned.

  • Even with the nerfs, stacking multiple slowdown is still likely best for most killers.

  • I don't mind current Skull Merchant, there's multiple killers I hate going against FAR more than SM, like Trickster and Bubba, but I don't ask for them to be removed from the game. SM is fine at the moment and the biggest issue is whiny survivors who feel like it's okay to ruin the game for their teammates and give up.

  • Aside from Doctor the only other killer it's worth using on is Wesker, and even then you'll need to put on other terror radius perks too. I like using Distressing and Coulrophobia on Doc and Wesker, usually adding in Sloppy as well.

  • I get that in most of my games but have decent ping and no noticeable lag or desyncs so I just ignore it.

  • To be fair I've never really enjoyed chases as either role. Either the survivor can't loop and goes down super fast, or they're really good at looping and the killer is stuck just running around the same loop a half dozen times until they drop the pallet and you run to the next one. Both are incredibly boring.

  • Assuming it doesn't work when doing gens, I don't think it's thaaaaat much of an issue. You need two perks to have the effect, it's still weaker than old OoO AND you have to not be doing anything else useful.

  • I do think Distortion needs to recharge a little slower so it's more viable for the killer to burn through the stacks. That said, Lethal is getting so common thesedays and it's the only counter to it.

  • Thankfully BHVR isn't moving away from horror so there's nothing to worry about.

  • I think Jonah looks cool.

  • @VampireHimbo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728426#Comment_3728426

    You're not being gatekept because people don't want your parasocial celebrity worship in game. It makes me happy if Nicolas Cage (accused of domestic violence btw) or whatever other celebrity you don't even know in real life but worship as a god gives you such happiness and drive, but there's no reason to have them in Dead by Daylight.

    Let alone nobody is saying DnD fans can't play DBD, or they can't like horror, you can't complain about exaggerations while you exaggerate yourself, it's hypocritical. What we're saying is literal who Vecna from your dating sim lute playing Elf simulators does not fit a horror game nor is DnD a franchise anyone who actually cares about DBD wanted. I genuinely hope your "dozens" of "friends" who will supposedly get into DBD because of literal who Vecna actually come true and the chapter is not the massive failure it appears to be.

    What dating sim is Vecna in? Asking for a friend.

  • Remove unhook attempts unless you have an active Deli or are in the basement with Wicked. Second stage doesn't have skillchecks to speed up the time, easy.

    If the survivor afks or just runs up to the killer and lets them down em, that's already against the rules and they can be banned.

  • The issue is if they spread hooks far apart it could cause a lot of issues. If a single sabo could make it impossible to hook, the game would be in a miserable state.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728566#Comment_3728566

    So you consider normalgameplay to be gen rushing? By that logic every team that is not completely new should always gen rush as it is basically just playing the game normally xD Fair enough I guess ^^ Kind of makes the phrase useless though, as it does not describe anything that is not regular gameplay anyway.

    I mean it's the same as tunnelling, it's just people playing the game the most efficient way possible. It's not the players' fault for playing the way that makes sense.

    Luckily for me at least, most teams I go against don't do gens as efficiently as possible and I'm thankful for that ^^

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728559#Comment_3728559

    But what else are they supposed to do? That just describes normal gameplay… Gens are the main objective, and if there is not some sort of secondary killer power in play that has them do certain things or hex perks then what else are they supposed to do? Just do bones and chests for the sake of it?

    I don't expect them to do anything else, I'm just explaining what I consider gen-rushing.

  • For me it's when survivors immediately get onto gens and only focus on doing gens for the entire game. Obviously they'll still be unhooking and being chased and stuff but the moment they have ANY downtime they're immediately back on gens.

    They don't have to bring perks or toolboxes or anything, they just have to focus heavily on efficiently doing gens.

  • I think all the stuff they've added still fits. Nic Cage is an odd inclusion, sure, but he's supposed to be a more jokey character and you only hear his voicelines if you're playing as him, so if ya don't like 'em you can play someone else.

    Both the sci-fi and fantasy inclusions also still fit in my eyes. Some people had some slight reservations when we first got Hux and Gabe but I don't see anyone saying they're weird now, and I'm sure it'll be the same with the fantasy inclusion of Vecna. I personally feel having an elf bard as a survivor feels stranger, but again, after a few months it'll be the norm.

    BHVR has certainly shown that they're accepting of more unusual licenses than I'd figured they would be, but even then I doubt they'd ever include someone who just outright doesn't fit the look or the feel of DBD, like Ariana Grande or Rupaul.

  • As has been said it's supposed to be a self-imposed 'hard mode' perk, so I doubt they're gonna change it at all.

  • The killer role is in one the best states it's ever been in as far as win rates. Yes you can still get matched against much better players every so often but in general you should be winning most of your games.

  • Also it's worth keeping in mind that map prevention I thiiiink only stops the EXACT same map appearing twice in a row. There's nothing stopping you getting West Wing -> East Wing -> West Wing → East Wing.

  • But can we all agree her new Rift skin is amazing?

  • When I play survivor it's always solo and it's not as terrible as most people seem to say it is. Yes I would like to see some buffs and QOL changes, mainly giving more info about my team's perks and current actions, but when I do have a bad game it's just as often because of my teammates giving up as it is the killer playing in an annoying way.

  • I'd rather they nerf it's 4-stack effect but go back to it giving the same penalty for each additional stack. Currently even at 3 stacks it's just awful.

    The ONLY killer it can be usable on is Plague because it forces even one person to give you your power to play around it.

  • That's how the normal game is anyhow, at least in Chaos Shuffle you see more funny/meme perks.

  • I see Thalita a bit more than many survivors, Renato not as much but he's still not -that- rare.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723201#Comment_3723201

    Fair, but that does not really change the fact that even when they go down within seconds it is better to do that than just have other survivors dying earlier, and overall it does not improve your survival chances when you don't "pull your weight" as others already said.

    In the end it is your choice what to do, but it will negatively affect your team after all…

    I'd disagree, a teammate that can last longer in chase is still a lot better. If I go down immediately it forces someone off gens to come save me and offers the killer a chance to snowball. If I'm on a gen while the killer chases someone else for 30+ seconds longer, that's always gonna be better.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723170#Comment_3723170

    Either way, they're not pulling their weight. Also, if you use Distortion because you're bad in chase, then you won't improve. You won't learn how to loop, if you're doing everything in your power to avoid it.

    Some people are just bad in chase no matter how much practise they do. I have thousands of hours on survivor and am terrible at it.

  • @Xernoton said:

    That's the logical consequence when 1 survivor doesn't pull their weight. They use a perk, so the killer won't find them, which means, the killer will go after any of the other 3 survivors that they can find. Most Distortion players also don't come out of hiding when they need to take a chase, so the killer has effectively 3 survivors to chase and kill. At the very best, that's a kill at 7 hooks.

    Now, you can of course go out of your way and look for the Distortion player but let's be honest, most killers won't do that. You aren't obligated to do it and it's a big risk. Normally it isn't in the killer's interest to get as many hooks as possible without killing anyone (quite the opposite) and if that Distortion player doesn't come out to take a chase, then someone is going to die early.

    If someone is awful in chase and will only go down in less than 10 seconds, it makes sense for them to use Distortion to be fair. They'd waste far more of their team's time getting found.

  • Gen speeds I'd guess. If people want longer games, that means you need to make gens take longer, which most people don't want.

  • I still don't like the perk but it does reduce how far you can be and still get the save. The biggest issue with the perk was even if the killer chased you away, you'd still get the save when they picked up, now that's not always the case.

    I still think it just encourages slugging, which we shouldn't be doing.

  • Sabo is just miserable to play against. I get it's already a part of the game but when I play killer I hate playing against it. Either you walk to another nearby hook (which makes the sabo useless) or you slug the survivor and chase the saboteur.

    Personally I just don't think it should be a thing, but they're obviously not gonna remove it, so in that case it should remain 'not that great' so few people try to do it.

  • @KayTwoAyy said:

    I used to be on the "play for hooks" train, but the more I think about it as a designer, the more convoluted it makes the win condition.

    The core concept of the game is very straight forward, which makes it very easy to understand and introduce new players.

    I would like to see BHVR experiment with basekit buffs/debuffs that offset the strength of camping/tunneling. Make camping/tunneling feel like throwing, while providing support for players who spread out their hooks.

    Tunneling/Camping are the equivalent of spawn camping. You wouldn't remove the ability to kill players in an FPS game because of spawn camping—you'd give the respawning player limited immunity and/or a safe zone to spawn within so they rejoin the game with a fair opportunity to outplay their opponent.

    It's safe to say that the current basekit BT and paid DLC anti-camping/tunneling perks are not providing survivors with fair opportunities to outplay a camping/tunneling killer. These design solutions feel more like speed bumps than roadblocks to killers.

    And that's the big problem. Currently in game it's far more difficult for survivors to deal with tunneling, than it is for killers to tunnel.

    Tunnelling isn't an auto-win of course, and targeting a good looper can punish it well, but a killer tunnelling a mediocre/bad looper (which most players are, including myself) is pretty easy, and the other three survivors have a really hard time doing much to protect their teammates.

    I'd go so far to argue that's there really isn't much you can do. If the target is a bad looper then bodyblocking isn't going to buy them much time, and is only going to waste time away from gens. You could bring a sabo build but on many maps the killer can just walk to another hook. You can try and provoke the killer to chase you instead by flashlighting and teabagging but… when does that ever work? A tunnelling killer is gonna tunnel.

    At the same time if they're a bad looper, do they deserve to stay in the game?

  • @duygu said:

    once again the same lame excuses for arguments:

    "solo q is horrible, we need to buff it without buffing swf"

    but when you bring up that tc/vc would equalize things, they respond with this

    "it's not gonna be enough to matter and would be worse for the game overall" just false

    "there's gonna be toxicity"' name a 2024 multiplayer game that has vc but not a mute option alongside. this is also the same community that finds literal gameplay mechanics and SKINS toxic.

    "ruins the immersion" there's no immersion to be had past 20 hours.

    "language barriers" regions are separated and most people in the world know enough english, this is maybe a problem in 1/100 games.

    "moderation nightmare" bhvr is not a small company anymore

    "swf will always be better anyway" so lets not bother making soloq experience enjoyable. sound logic.

    sometimes i wonder if the dissenters are actually dedicated killer mains in disguise.

    here's why they dont take the only real way to equalize swf and solo q. it's because it would expose how stupidly balanced this game is and how useless a vast amount of perks and certain killer aspects are while also making certain perks OP. they would need to change that much in ONE patch, and bhvr simply isn't up to that task.

    they can't admit that the game isn't balanced. they've placed an inaccurate MMR system so killers are satisfied with free 10 wins and 2 losses. meanwhile soloq players are told to accept this 60% average kill rate because it's the norm when you can't trust your teammates and it makes the rare wins more satisfying.

    just sad how the same people that want a better gameplay experience will make nonsense arguments against it. the community has no right to complain about this glaring balance issue that has been here since forever if they can't accept the one real solution.

    I think it's more that VC wouldn't help most solo queue players because most solo queue players wouldn't use VC. More players would use pings or even just seeing what perks teammates had. Still not all of them obviously, just like how many players don't use the survivor UI info, but I'd wager quite a lot more would use what other people suggest than the few who actually would turn on VC.

  • I'd love it if they balanced around hooks instead of kills but they'd need to make some pretty big changes to how the game plays at a fundamental level. Currently if they just got rid of tunnelling somehow and you had to spread hooks, they'd need to make gens much slower, which people would hate.

  • I had a killer game vs TWO No Mither users. There was no mercy.

  • @Katzengott said:

    Ahhh, SWFs - the only thing that never got touched since they added the option to play with friends, know their loadouts, skilllevel and having potential extra communication. And even after adding MMR we're still trying to balance around them without acknowledging the big elephant in the room which is SWFs. How do ppl not realize no matter how you buff solos, a equal skilled team of SWFs will always do better - plus is getting all "solo buffs" on top. And i don't even think nerfing SWFs is a good idea either, because when i get matched with them as a solo but their skilllevel is lower for expample, i kinda get punished even more.

    So the only solution i see is either to finally get rid of MMR or different balance for each MMR bracket. Not gonna happen, but hey - BHVR always knows better. And as long there are enough killers and survivors playing and paying, they don't need to change ANYTHING.

    I mean they shouldn't ban SWFs or arbitrarily nerf SWFs so the only thing they can do is try and buff solo queue to be closer to SWFs level. Obviously it will never be on that level but there's easy stuff they can add that will help make the gap narrower.

    SWFs make up a huge portion of people who play this game, and removing the ability to play with friends, or punishing people for playing with their friends by adding any sort of "people in a group together take longer to do gens etc" will lead to the death of DBD.

  • A lot people REALLY don't want voice chat, myself included, by they definitely need to add more info. Pings about where the killer is, where they're heading, info on what perks teammates are bringing, that sort of stuff needs to be added so that killer can be balanced against survivors as a whole. Pretty much any info a 4-man SWF can give each other needs to be given to solo players so there isn't as big of a power gap like now.

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