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Kupega

Kupega

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Kupega
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  • on a scale of 1-10 how much sick enjoyment are you getting out of this frantic brainstorming?

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079037#Comment_4079037

    Except having both would have detracted nothing from it. Would have been nice to celebrate the survivors too of the fog

    that would have been smarter on their part, true

  • I would chalk it up to the killer's being more recognisable and visually distinct than than a group of 10 people

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078578#Comment_4078578

    That's a cop-out and i honestly don't buy it for a second as the reason behind why bhvr wouldn't do it.

    Something being hard isn't a reason for why a studio won't just do it. Certain things might take longer, especially if the studio lacks the technology to accomplish a task, but they won't just straight up abandon it or just not do it. Plus, bhvr have talked about things they couldn't do in the past, exactly because they didn't have the technology to do it at the time, but returned to it later on down the line when they did get said technology, and got it done. The rig for Xenomorph's model when in crawler mode & Xeno's tunnels in general, are both examples of such that bhvr have talked about previous during the Alien chapter.

    Also when i say it was a creative choice, i'm referring to it being more in relation to that of a narrative decision, since The Mind Flayer isn't in The Entity's Realm.

    you don't have to accept it, that's just the way I see it based on their track record. my point was never that they couldn't do it, but that they could have assumed the effort it takes to create the skyboxes and coding depending on maps would not be worth it in the long run. considering that there were no changes made to perks of either side nor killer adjustments despite the chapter being delayed, the big focus was clearly making sure everything worked as it needed to rather than also adding in something that doesn't effect gameplay; the one exception being the legendary skins because they make money from those.

    Even taking a look at any original cosmetics, the number has been severely reduced from how much they used to add since the QoL initiative was announced last year, so anything unnecessary could be shot down by stakeholders who they have mentioned before get a say in aspects of a chapter

  • @BongoBoys said:

    For whatever reason apparently he deserves 4.4 because he's short that's the dumb reason we could remove his dash and people will say he still deserves to be 4.4 but slingshot ghoul gets to stay 4.6 just bad designs all around

    it took them 6 years to change Blight's speed, they won't rush into doing the same for Kaneki just yet

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078501#Comment_4078501

    Except there wouldn't really be any conflict with any other license holders, when it's for original maps & Hawkin's Lab only.

    If anything, it feels more like a creative choice on bhvr's part to not include the Mind Flayer.

    yes that's what I'm saying, they would have to go and change it to only do show it on original maps which would require a lot more effort to go back and edit, while not breaking it so it somehow appears outside of Worldbreaker. It's that effort that is the issue, probably why if it was their decision that they didn't go through with it.

    It would be a lot more difficult than with Dracula's castle which is a static model in each map it can spawn - for the mind flayer they would have to go and make a custom skybox that displays during Worldbreaker for each map to position it somewhere noticable and worth the time adding it, which they might not see as a good way to spend resources.

  • He has the unique advantages of a permanent third person POV, and is the height of a toddler which makes him harder to spot around loops. What he lacks in movement speed he makes up for in being able to trick survivors in a unique way.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078477#Comment_4078477

    I'm speaking about ALL perks in general that are affected by diminishing returns. I brought up gen perks specifically because I already hated how they were nerfed in the first place and have been asking for proper buffs to these perks for God knows how long, that have basically been forgotten after the 3 gen meta and I play killer.

    Well to go on @cogsturning point more broadly, diminishing returns doesn't actually affect a lot of things even when we look past gen regression. So on the gen rush side a survivor isn't going to run any combo of deja, resilence, prove thyself anymore, but they can still run deja, hyperfocus, built to last, and 1-2-3-4 if they wanted and diminishing returns doesn't effect it.

    Basically, and a lot of people pointed this out, stacking the same type of value is kind of a red herring to the problem. Thus you can't just boost CoB or Deja just because they don't directly stack anymore, because they still synergize really well with other perks.

    Are there a few perks that might get boosted because of this? Sure, but I really think it will be a slow process because if BHVR had an idea of what they wanted to increase because of diminishing returns, it would have happened at the same time.

    only note I will add is that they said somewhere that Diminishing Returns isn't just a one and done system they added, it will still be tweaked a bit more over time like the finisher more and opportunities to abandon a match, just this one is a bit more impactful than those examples so might see potentially drastic changes or just be adjusted over a longer period

  • @EverybodyHatesTris said:

    @MoZo if they can mange to add Dracula's castle im sure they can as easily add the mind flayer.Hopefully in the near future they do

    probably an idea declined by Netflix, or they weren't interested in adjusting the Worldbreaker filter to only have the mind flayer on original maps due to possible conflicts with other licence holders (New Line might not want it on Badham if it isn't an actual function of the power and instead merely aesthetic), still a shame though

  • Little Shop of Horrors!

    It would be hilarious and terrifying to see a huge plant walking around, same way it is to see Chucky just waddling along.

    Skid Row could also fit as a map in the new Sleepless District realm as a more impoverished sort of slum area with overgrown vines everywhere.

    Also the funniest possible cosmetic in making the plant a puppet skin to honour the stage musical too

  • mirroring the above sentiment; what?

    nemesis leaves to find a weaker link in the team and all of a sudden the zombies somehow take the game hostage? you know you can lure them away, blind them or stun them right? if you think the issue stems from a weaker survivor being targeted, then defend them with your life if you can pull the nemesis' attention.

  • his voicelines work fine for me, but sometimes other killers like Dracula won't say their lines during moris and other times where they should, i assume its just a weird bug.

  • If they did add prestige variants, they would probably also cost the same amount as any other legendary

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061917#Comment_4061917

    or ya know, I'm dyslexic so I mix up letters quite a lot

    you're right, that's my bad. very sorry

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059215#Comment_4059215

    there is no plans for one for Braemar, Aestri is the default - so it will be the same for Legion as well.

    Y'all forgot about him so much that you can't remember his name properly… yikes

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060124#Comment_4060124

    They could make the abandon feature only activate after several seconds of lying on the ground, so that they couldn't cheese their way out of the mori. But the devs intentionally made it activate instantly, so that the survivor's ego would not be shattered. So no, it's not because of the bleedout, not even close.

    "cheese their way out of the mori" is a new sentence on the forums for sure

  • I disagree because the mori will remain regardless of if they survivor is abandoned. You mentioned elsewhere that if you wanted to mori a bot you would just do it in a custom game, yet you still downed the person and hit the mori button. Whether they watch or not will not change the mori except you knowing that the person you downed isn't watching anymore. If that's such a big deal for you then it is purely a personal gripe and not an actual issue on the game's part.

  • @ONSAN said:

    *It depends on the person, but to be honest, I don't feel moved or excited when I relive old memories.

    *It's fun and moving because that's who I was at the time.

    *Sometimes it can be disappointing.

    *The best thing is to just reminisce.

    *That's what I think now that I'm older.

    every comment I see from you is so elegant and poetic, you are my favourite philosopher

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054974#Comment_4054974

    And to further the point I simply don't trust the philosophy of someone on the forum who suggests going 4.4 m/s with a power cooldown on pallet break as the primary avenue of nerfing the killer. It's just the lamest and least interesting way of going about it.

    what would you suggest as changes instead? you've only denied pallet break giving a cooldown and claimed to be on the fence about 4.4 movement speed without providing anything is more interesting or not "lame" and I'm curious to know your approach

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054974#Comment_4054974

    Nuked from orbit in terms of how it feels to play the killer yes. Balance? Probably not. Balance should be secondary to game feel. I think that's the point people just don't understand.

    An extra 5 second cooldown is not nearly enough to nuke how it feels to play Blight with how fast he can still catch up after power comes back, and if it does for you then half of the killers must feel like an absolute slog to play.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054947#Comment_4054947

    No I just think the idea of making a killer more dependent on their power for downs and then subsequently making it so that killer has their power up less often (and in an arbitrary way…losing your power because you broke a pallet feels bad even on Ghoul even if it's technically more balanced) in the same breadth is an idea born out of pure bias and/or spite rather than rationality.

    that's still not nuked from orbit?

    There are killers such a Trapper, Ghosty, Hag, etc that literally have no power if one survivor follows you yet its too much for the strongest killers to have a small cooldown for breaking a pallet? Not trying to make an argument about the weaker killers needing a buff or not, but 2 changes to Blight are not going to destroy him or bring him anywhere to the lower tiers; he just won't be AS strong as he is now.

  • @BongoBoys said:

    I think some kinda ambush dash or extended lunge while he's stealth would help him or going after a marked survivor be beneficial to him

    If they made Drop-leg Knife Sheath basekit and a mini coup token, we could make him fun and as close to Scream Ghosty as possible without giving another killer a dash

  • They really should do one, but with how messy every release was before ST 2 I can't see them doing a big major change without somehow deleting half of the game in the process

  • @DeadbyMatchmaking said:

    Always the same killers, always the same strategy, always the same perks/loadout, always the same maps, always the same layout, always the same survivors.

    Where is the variety? It's so boring seeing the same thing over and over again.

    I personally love Dead by Badham

  • The first suggestion is something that should be added in tiers depending on the killer - weaker killers get a longer protection from blinds whereas Blight and friends have a shorter duration.

    They could try the bloodlust change but I cannot see it being well received or easily balanced.

    I assume with the 1 metre = exposed point you mean for a survivor that is NOT the one being chased. Regardless, no. Horrible idea.

    I'm hoping the unhooking point is a troll or simply explained wrong because shockingly you just suggested it to work exactly as it does currently.

    Pallet stuns could do with a short look at overall but somewhat viable idea to be tested.

    That last point is the the least subtle ragebait I've seen in a while

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054251#Comment_4054251

    He was on my version. I think those surveys were semi randomised. I gave opinions on legion, demo and deathslinger.

    They asked you to pick two killers you play a lot of or have some experience with, and one that you have issues with playing after some time. Those three killers are then what you gave your balancing opinions on, there was nothing randomised about it at all.

  • @Classic_Rando said:

    Spaghetti code strikes again

    damned thing is alive and reverting itself at this point

  • @random1543 said:

    I personally think its weird they know its a issue but keep midwhich as one of the weighted maps when its bugged.

    BHVR's balancing decisions are the same as my favourite move in chess of eating the opponent's pieces: questionable and insane

  • Just throwing the question out there to those who may understand any issue with the idea, but what would be the repercussions of taking away Blight's ability to break pallets while rushing? Would it effect him majorly or be an acceptable change on top of some of those already mentioned above?

  • @exDbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054294#Comment_4054294

    tunneling is a strategy maybe when 4 gens are completed but right at the start? That’s kind of laziness. I can get 4ks without tunneling anyone, using my brain power to locate hooks away from generators to get them away from them. I don’t even care if I die in a match, I really don’t. But when im forced to wait for my teammates to get out due to tunneling from the start, just sitting and waiting, it’s not fun. Getting no points because killers want to be a try hard and just tunnel. Tunneling has been the hot topic lately and I do hope many survivors complete the killer survey. Because it’s not balanced. They hopefully will do something about the tunneling soon- since this is the only way killers know how to play. Meta stuff always gets nerfed, so please just keep tunneling and calling it strategy. From my experience I get tons of blood points and so do the survivors when I play killer. There is no reason to be a d head just bc you want a win. You win some you lose some. But most killers itch for the win and ruin others game by not letting them do anything. I remember when the game didn’t have all this aura giving killers so much info, but guess what distortion was a problem. I say they do away with perks. Maybe make a game mode with no perks. Perks have ruined the game and then nerf buff etc etc some can’t even keep up!

    if you can get 4ks without tunnelling yet get tunnelled super quickly, maybe the most beneficial option for your mental health is to play killer and avoid frustrations with the survivor experiences you've had? Especially after returning to the game after taking a break, the last thing I hope you do is throw yourself back into the deep end of what made you uninstall for some time before. This game is not worth the stress that it seems to give you.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053278#Comment_4053278

    He was one of the options in the recent killer balance survey so they may be thinking about it

    they've stated that there are no short term plans for him, so unless they listened to people mention Demo not even being acknowledged in the last chapter and have something cooking up, I highly doubt we'll see anything until after September at earliest.

    There was also only one killer not in the survey

  • if that cowboy hits a griddy on me I think I would actually quit gaming forever

  • Not frustrating in the sense I felt killer was weaker than it hsould, but just frustrated at how stale its been for the past few months and especially zero balance changes with the new chapter that I have no interest in buying basically meant I play survivor more or play something else. Outlast 2 was fun btw.

  • submit them to that BetaHub thing so they can ignore it for months there too!

  • rest in peace, so sorry for your loss

  • So many killers need an updated mori compared to the ones we get nowadays, Nemi included

  • @ThatRyanB said:

    Popping in with a little update here: The update should now be live on Xbox!

    any reason why the releases were staggered on platforms that weren't Switch?

  • its an empty perk slot until the very end, if most of the game can go by without the perk even being triggerable then why should it be nerfed?

    one perk alone possibly being in play and only being available to use for such a small percentage of the match is also nowhere near reason enough to have DS possible in the endgame.

  • @KytLuna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052797#Comment_4052797

    They expressed plans for a rework a while ago, but they have yet to actually act on them. The recent buff is the most we've seen in terms of it, but it's not what they showed us:

    https://forums.bhvr.com/dead-by-daylight/kb/articles/497-design-preview-the-skull-merchant

    .

    And then they said that if the buffs were well received and stopped her from being in a poor state that they would not be pursuing the rework to focus on other issues in the game. The buffs helped as they hoped so for now I cannot see them reworking her

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052756#Comment_4052756

    No, its as loose as it is because winstreak streamers cried that they couldn't win 50+ matches in a row while reading chat and chewing doritos into the mic. The hours long Twins queue thing was fixed separately.

    Notice its the same streamers that say we can't have anti-tunnel systems because the high mmr survivor teams are too hard to play against. (After they demanded mmr be reworked to guaranteed they rarely face them).

    name five of the streamers with proof that they impacted this somehow

  • @Leon_van_Straken said:

    Is it strange that the first thing that came into my mind while I read "Fix Autoaim" was a Post about Ghoul?

    But back to topic.

    Yeah these auto aim hits can be horrible, its likely the same with the bs hits through pallets and I am not sure how BHVR can fix this without breaking the code

    in the nicest way possible to them, they break the code every update somehow so they might as well just try fix it anyway

  • I think the buffs recently put her in a better spot so I don't think they should waste the resources on a rework, maybe another small buff would put her in the best spot she's been in but they kind of have to be careful with how much they give her before she becomes the hated killer again

  • They confirmed they were working on this when they did the livestream in PAX last May but nothing has been said since

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052270#Comment_4052270

    The problem isn't whether it's a good choice or not; the problem lies in the design of the perk itself, which literally severely punishes survivors for interacting with a side objective, and this strongly contradicts the developers' attempt to encourage survivors to pursue side objectives.

    Even the design of the perk never requires the killer to do anything to activate it, and it's not even a Hex totem; it exists to punish survivors for a side objective at any time in the match.

    You can bring in Hex perks and use this perk to make the match on the survivors difficult and very annoying while the killer has done nothing to gain the effects.

    Again, I am talking about the design of Perk, not whether it is a good choice or not.

    Would you suggest removing the totem part entirely and having it just be whenever a gen is blocked, have it be for cleansing hexes only or give it some other condition based on something the killer themselves does? I haven't got the perk so curious to know what others think would make it better

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052498#Comment_4052498

    I think they're claiming the game mistook them for purposely getting killed as fast as possible to get out of the match, like how people "go next" by running to the killer off hook and getting in their way until they get eliminated (which I'm pretty sure can still be punished automatically.) It would be interesting to see what the leniencies for that actually are interanlly, but without timestamped footage its kinda hard to say whether it should apply or not. Lot of missing info in front and behind the scenes to really say much without knowing.

    worth noting too without an actual evidence of them being banned we can only assume they are overexaggerating the dc penalty stopping them from playing for some time as opposed to officially banned

  • @exDbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/463576/shattered-hope-as-basekit-suggestion

    then we as survivors get basekit unbreakable then right? You can hear boons. We cannot hear hex totems. Shadow step is huge rn bc of all the aura perks and expo is being used bc killers love to slug for a 4k even at 5 gens. Now that we are fighting back with totems and ways to counter these playstyles now you want a baskit perk? I don’t think it’ll happen bud.

    I agree with the sentiment but not the logic overall. First, a hex is dead when it is cleansed unless Undying is in play or it is Two Can Play. Boons can be constantly applied if the killer doesn't have Shattered Hope and the survivor with the perk is alive. That survivor can also put 4 perks on the one totem too. Because of that, we get to the second point in boons making noise. There are 4 survivors that can be looking for hexes and benefit from boons, only one killer to find the boon along with finding the survivors so of course they will make noise. Perhaps the noise could be lowered somewhat, but the progress being made if one survivor is being chased, two are on gens and one hex hunting is far better than a killer playing hide and seek with a boon while also managing four survivors and gens. Finally, at least three hexes off the top of my head have their auras revealed at certain distances (NOED, Plaything/FF and Pentimento) so they are not all completely hidden (Devour Hope on Swamp is evil though, had a game with it as Pinhead running Chatterer's Tooth and felt so bad for the survivors).

    No arguments against why boons are used, entirely valid reasoning there so unless being in the boon gives you the effect until its used (Expo giving you a free recovery and Shadow Step being a mini distortion token) if killers get basekit Shattered Hope, boons should stay as they are until some good countermeasure is introduced to avoid slugging

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052352#Comment_4052352

    Sometimes, I do wish that the map size was scalable with the killer's ability to traverse the map.
    Say for example that you faced a Trapper on a smaller map variant, and if you had a Blight or Ghoul, you'd have a larger map variant.

    As much work as it would take them, having map RNG be tied based on the killer would be great balancing wise. More grassy areas for Trapper and Hag, more obstacles to hide behind as Ghostface and Unknown - same with Nurse for the survivors, more walls that are lower for Slinger (not every wall though). With that and the map scaling weaker killers could have more of a chance while survivors won't suffer as much if Kaneki tries to launch from China to basement in.2 seconds.

  • The one thing I want them to test more than anything is bringing the gen repair bonus and penalties from 2v8 into the regular game. 3 gens pop before a single hook? Gen 4 will be extremely slow now. 2 teammates dead before one gen is halfway? no worries, the survivor is suddenly the greatest mechanic ever seen.

    Some perks would need to be adjusted such as Pentimento and maybe Gift of Pain/Weeping Wounds, and some gen speed perks and maybe toolboxes. The idea is far more complex than I'm presenting it and there is probably much that I'm overlooking in regards to it, but I think it's worth a consideration at least

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