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Kupega

Kupega

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Kupega
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  • make it basekit but there's no need for a free 12 second aura read, give it to shattered hope if it stays around or even just whoever blessed the totem, but someone in solo q should not be punished like that because their teammate wants to get value while getting their Yoichi adept

  • then if they notice the boon triggers the perk and it gets snuffed, they know not to activate it again. One perk does not kill boons as a concept entirely like the poster claimed it does in the same way iron maiden does not kill flashbang or change of plans. It may give a counter to them but that's literally only if the killer has that one perk equipped among the 100 or so to choose from

  • the map should spawn with either the one downstairs or the one on the balcony the left of the stairs broken, not both

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052243#Comment_4052243

    Well no none of my teammates DC they all got sacrificed and I could just abandon since I was the only one left if it's intended or not idk

    that's what they meant when they don't know if it was intended or not, because you technically are the last human survivor by being the only survivor, so bhvr could have glossed over the fact that the same principle in being the one human among bots counts when you are the last alive in general

  • The only real counter to boons is Shattered Hope which nobody runs because of how situational it is, so now another perk that is slightly better really does not kill boons. Both that perk AND a boon have to be equipped for that aspect of the perk to be triggered. If the survivors choose then to not do totems at all, the only value that perk gets is if they have another that blocks generators which the survivors would have had to deal with anyway.

  • @Skeleton23 said:

    Im a Future p100 Unknown Main and im P40 with him now.

    My time playing this Killer started off really good and was able to Win my games and I had fun with him. As the Chapters Went by Sense The Ghouls Release until Now, is where I feel his UVX Ability and Hallucinations are over counterable.

    I just want his power to feel rewarding when you play Well, But also give Survivors a way to counter his power with more risk with Reward. I dont want him over tunned so he's OP. Just make his power less unforgiving for his Skill Ceilling setting Right now.

    If you guys have any Rework ideas or if there is a Killer that may need a Change fill free to Add ur Feedback here.

    I hope everyone has a great time in the fog

    Not a full rework but some changes:

    • More risk in removing the Hallucinations - no matter what interacting with them Weakens the survivor for instance. As someone else said, maybe another one or two can be placed too.
    • Weakened slowly regenerates when not being looked at and if the UVX passes through but not blasts a survivor, they get maybe a third Weakened (this could be the one instance where it doesn't build up again if it seems too strong)
    • The buffer for when a survivor loses line of sight yet still decreased Weakened needs to be shortened, it feels demoralising watching them pass a corner and a full second later they somehow no longer have weakened.
    • Cooldown on the UVX could be a second shorter and time to remove Weakened increased (but not dramatically if it can build up again now)
    • Add-ons need severe changes - Vanishing box keeps getting nerfed despite being quite hindering in Hallucinations just because every other add-on is so bad. A brown add-on for seeing the arc like Springtrap has, one that has the blast radius linger for a little longer, one that hides Hallucination auras, one that reduces the range survivors have to be at to remove Weakened, etc.
  • I would much rather that after the March realm they just focus on balancing each map whether by small tweaks like they did with Eyrie which didn't completely fix it but certainly made it more bearable on Killer, or just rework them entirely.

    Badham needs to be nuked and redone entirely, preferably with a lot more of the dream world aesthetic that is sort of present in the basement. Now that Haddonfield is gone just give us something more along the slasher neighbourhood vibes with that Freddy twist.

    Swamp just needs to look nicer and not have a pog log in nearly every corner.

    The Game should have been focused on when they tried the pallet density changes

    Midwich got gutted I feel with so many pallets being randomly left absent at times, maybe have bathroom and god pallet by the stairs alternate to which one will spawn but even then I still have no idea why they changed it.

    Garden of Joy needs a full rework honestly, in both the main building and how many damn bushes they have everywhere. The opposite is why Forgotten Ruins should be redone - there is so much downstairs visually that it feels those details took all their brainpower and they made nothing to properly loop with.

    Nostromo should not have fixed doors that require you to travel across a continent to check, make it random where they can spawn as they do now, but could also have one directly opposite the Nostromo itself. Toba maybe just needs a decluttering visually because it has so many random colours and noises that are distracting.

    Fazbear's could just have a larger main, or again a full rework that merges the map for the second and third games (with the movies too maybe?) if they want to make it fully indoors.

    Fallen Refuge is just a massive scam overall in how it was initially explained and how pathetic it is as a representation of the show. Remember that door from the first episode? Cool, that's all you get. There was so much potential for a full hospital/prison map whether they were merged into one or just the prison, Alexandria, hell even the Sanctuary compound or the Commonwealth could be added and have a big Walking Dead themed realm if you want.

    If they could sort out their issue with maps and even just expand the team that works on them for balancing and designing in general we could be getting some amazing licensed maps such as the Good Guy factory, Dracula's castle or even cooler originals like Trickster's lobby

  • The issue should be gen speeds and tiles, not pallets themselves. Maps such as Shelter Woods and Midwich no longer have what were determined pallets much anymore, instead being randomised (Midwich Bathroom being a big one). Even the classrooms of Midwich can have no pallets in spots where they used to, meanwhile the Game is a sanctuary for them. I would argue that is the only map that needs a pallet density change, all the rest could easily be fixed by adjusting how tiles work and spawn and keeping set pallets like in the front door of Disturbed Ward. As for gen speeds, the only way I can think of is toolbox adjustments and their addons, and maybe a change in how long it takes to complete (more so when doubled as 90 seconds solo seems fair enough to me until there are 3 survivors doing their own gens, which I haven't a clue to balance )

  • They have unfortunately confirmed that SCP will likely never come due to it not being an actual licensed property so they would not be able to monetise the chapter and that there is no one sole ownership to work with - 176 and 096 would be the same process as talking with two different license holders (unless they have the same creator but I don't know enough about SCP to know if this is the case or not)

  • The Deep suddenly becomes a DbD streamer

  • I agree with all but the Undetectable part, the only killer that really needs that info given to survivors is Chucky because of his height and he has it since ANY matter of getting it on him makes him chuckle, whether its from his power or a perk. Giving that info away otherwise defeats the purpose of it as survivors not already in chase will just hide or move to somewhere safe and hen the killer gets no value from having this stealth.

    The revealed effect I would apply to most, especially Alien Instinct, but if they run Lethal Pursuer it should not be shown as revealed nor for any extra 2 seconds it gives (so Friends Til The End would only show the obsession that they are revealed for the usual 10 seconds)

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051772#Comment_4051772

    I mean that's the whole point wouldn't it? it's randomizes for the bonus on which killer you plays the killers you like or tolerate enough to play to get the bonus and it's optional it's not like it forces you to play them you can choose whatever you just wouldn't get the bonus

    they never mentioned anything about it being on the killers that I enjoy, just that it is random.

    It doesn't have to force me to play anything but if I feel I am getting less for playing who I want and to make better progress I have to play the game in ways or as killers that are a bore I can imagine how quickly I would get tired out from either the grind that exists even without this new idea, or bored from wanting quicker progress in a way that defeats the idea of a video game being fun. I agree with your other comment regarding there being around three killers per person that the bonus applies to, but overall there still exists the issues we have of wide gaps in Power levels that are frustrating, RNG and bugs that cannot be predicted, and the possible burnout of these killers if they are on the weaker side and the only way to try and win is by using boring strategies and meta perks.

    Even if the idea was implemented and everyone finished the proposed quests involved for that week, most would probably play a few games as Artist or Doctor or whoever, then go back to the same common killers by Wednesday.

  • @ChrissyG88 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051772#Comment_4051772

    Sorry, but why? Why would this suggestion force you off the game? Makes no sense to me.

    If the only way the game has for me to earn more in an already grindy game is to play a set killer for a week, and I get a killer who I dislike playing as or happens to be one with a bug making them miserable to play as, how would that make me eager to play?

    Say I get Nurse, who is not only buggy as hell currently but I also do not enjoy playing, or Knight who is also very bugged and just feels clunky overall, I am either not going to participate in these challenges just for extra BP nor am I going to trudge through the grind with other killers who I do enjoy playing if the game gives me no real incentive to do so.

    In a version of the game that runs smoothly and isn't plagued with the issues it currently has and even the weakest killers feel less reliant on RNG, add-ons and survivors who make huge mistakes, then yeah I would engage with this and play rarer killers like Artist or Hag. The reality is though that this doesn't fix the issues players have with the killers they could be playing and hence why they run Ghoul, Blight and the usual suspects that are seen.

  • @100PercentBPMain said:

    dog>person

    I know I didn't contribute much to this topic, but I rest my case.

    you contributed so much please do not sell yourself short <3

    as regards the original post, I am pretty sloppy with Drac but that's on part to lack of experience and skill issue using him. He is still quite strong and the only changes that he possibly needs are to his addons, especially the Iri ones as someone mentioend above

  • @ChrissyG88 said:

    I mostly play survivor and like many survivors, I notice that I face some killers quite a lot (e.g. Blight, Ghoul, etc) whereas some killers I almost never come up against (e.g. Trickster, Artist, etc).

    I think it would be a cool idea to incentivise players for using different killers by introducing a weekly killer bonus.

    So every week (let's say Monday), each player is assigned a particular killer. However, the chosen killer is not the same for everyone. For example, if I am given Doctor, someone else might be given Freddy, someone else could get Xenomorph, and so on.

    For that week, using your assigned killer grants 2x bonus blood points for al in-game actions. In addition to that, a new quest set becomes available for using your assigned killer. And when the next Monday comes around, you will be given a new killer with a new set of quests.

    Of course, players can still use whatever killer they want, but they just won't get the bloodpoint/quest benefits that they'd be getting if they didn't have their assigned killer.

    Whilst I don't think this would be game-breaking at all, I think it would overall be great for the game as there would be a much greater killer variety in games, meaning some of the lesser-used killers would feature more often.

    And as an added bonus, whilst I would primarily suggest that the killers can only be assigned if a player has already unlocked them, I think it would be a good marketing strategy if BHVR allowed unlocked killers to be assigned as well. Because if Ghoul is assigned to someone who hasn't unlocked him yet, then after a week of enjoying playing with him might encourage the player to pay for the killer once Ghoul is relocked at the end of the week.

    counter argument: If I get killers I think are boring or insufferable to play as such as Knight or Trickster (not my types of killers) I am just going to play something completely different until I get someone fun to play

  • @BeTrends said:

    The patch notes stated that changes had been made to the Nurse’s Blink.

    ・Fixed an issue where The Nurse's Blink position would be too far from the expected position.

    However, in practice, nothing has been fixed at all.
    This issue is especially noticeable when playing on Hawkins. Quite frequently, I experience situations where I appear to have successfully Blinked through a wall, only to be snapped back to the front of the wall the very next moment.

    Since the transition to Unreal Engine 5, the Nurse’s Blink bug has continued to exist.
    At this point, one has to wonder whether there is still anyone capable of fixing this bug?

    yes, plenty of people but they don't work at this company

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051130#Comment_4051130

    That's a very valid point too. While Stranger Things was gone, people were paying a lot to get steam vouchers and physical editions of the game with the code.

    I'm very curious about that too. Why would the stipulations affect bug fixes? Do they really have to run every fix by the license holder? That seems strange.

    They are allowed make adjustments, or at least with Pinhead they could rework an add-on so I imagine as long as BHVR can't make money from it then some changes are fine

    • Chains should not break on any environment including Pinhead himself. They must be manually removed to get some use out of the slowdown it provides.
    • Aiming made a tiny bit easier (turn rates altered maybe, not too sure it would be done personally)
    • Rework Lively Crickets, Wriggling Maggots, Impaling Wire and Greasy Black Lens add-ons to more unique effects given that they become partially base-kit or are irrelevant effects (Original Pain just being a better GBL at this point). One could make the Box's noises on the ground louder to find it just a little easier for new players yet to learn its spawn logic, one could show the aura of whoever solved the box for a few seconds (could be argued if this effect counts when Pinhead teleports to them or not), 4 chains hit them instead of 3 or they receive a small hindered effect after breaking free from all chains.
  • Switch has had crossplay deactivated for a bit, can't remember the exact specifics why but it should be relatively soon

  • fix bugs? what next, you want them to make balancing changes not based off of a spreadsheet but player sentiments and fun for the longevity of the game? nah, buy our cosmetics instead!

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049019#Comment_4049019

    It's been gone so long maybe that changed stuff around? I say hopefully

    I wouldn't get my hopes up, they kill switched Wicked and Breakdown for 2 weeks only because they somehow had no quicker way of simply reverting them to what they did before

  • @Ryuhi said:

    I think the better argument should be about securing better contracts, since that would prevent content from being removed in the first place, but I know thats not a particularly simple subject. That said, pretty sure @UnicornMedal is correct, as collaboration licensing tends to involve more than just what is being directly borrowed from the source material.

    exactly, at no point in the Halloween movies does anyone say Decisive Strike or Save the Best For Last, or Deadlock in Hellraiser, yet they were still changed

  • how the hell does a game this long into its life have issues that not even a small indie game would? Still confused as to how TWD chapter just made springtrap be entirely white as if Daryl showing up made him into a giant cookie to be dipped in milk

  • @THEProblemsolver said:

    there is already a brown add on rat tail which increase 50% portal place

    not unusual for them to make an addon partially basekit and nerf the chosen addon - Blurry Photo on Unknown, for example

  • if they did that, most likely they would reduce the time it takes to remove leeched after eating a mushroom. a more fun playstyle would be infect and then let them waste time but it seems leeching is more useful to set up for a deadly chase in head form with one survivor

  • @Langweilig said:

    Can you buff distortion to 3 stacks and/or revert it back to what it was. I‘m sick of vecnas playing aura perks and hitting me through walls without me knowing they knew I was there and don‘t tell me I should use object that only makes it worse.

    I wouldn't buff Distortion more so than I would give the tiniest bit more indication of where is being targeted, maybe the outline shows up .5 seconds sooner. The only killer that should be denied aura reading is nurse when she holds her blinks but i doubt that will happen

  • @Obscura said:

    After the "fix", the nurse is even worse than before. Did the devs not prove what they fix before is goes live?

    with how many weapons they release that block the entire screen, or Jim back in July, I would argue no they jus throw stuff at us and fix it later

  • @killerjuker said:

    killer mains these days are way too spoiled being bhvrs favorite children. just look at one pump Willie they go on massive win streaks with the unknown as is. they certainly don't need a buff. killer mains just need to practice. the constant release of op s tier killers has set a precedent of lazy killer mains that are unwilling to learn how to play the game. they've learned they can just holler on social media to get whatever they want. the solution is to nerf all the op killers, not to buff the weaker killers that already have very high kill rates

    one person who plays the game for a job going on a streak is not representative of the general playerbase. the only S tier killers recently were Ghoul who got nerfed and will be again soon, and Krasue who was nerfed even quicker to a more balanced state; both retain the fun that comes with them too and Kaneki surely will when he gets put in a more healthy spot.

    Unknown on the other hand is easily countered unless they are, as you used in your example, someone who plays the game more than most players will. Mobility can be removed, Weakened can be removed in chase quicker than Krasue's Leech when outside of chase. Even take the RE killers, both need you to stand still to remove the infection and give killer instinct. Counters should work in that way, or like Freddy's alarm clocks.

  • very strict with what can and cannot be done with the characters, which is odd given that a hallway on Badham was used in the Wlaking Dead trailer but maybe given that the building isn't too iconic outside of DBD maybe they got away with it

  • they promised a realm rework years ago, I think they just forgot Swamp exists at this point

  • @Junylar said:

    The killer should catch up eventually on BL3, it seems that survivors is just an "EGS gamer".

    45 seconds on one loop seems unhealthy if there is no pallet or window being used that can be played around

  • They've said before that it happens both on Kaneki and Wesker, and for whatever reason it sounded like they had no idea how to stop it but i could be wrong, regardless the fact something so unintuitive has remained this long is very fitting for BHVR's skills

  • They've already said the have no intention at adjusting Demo in the future for whatever reason, they never seem to know how to make reasonable balancing choices

  • @cogsturning said:

    Imagine spending 30s to build a pallet just to have a default Feng run by and drop it without a thought. This will defintely improve soloq.

    easy solve, if a survivor drops one of these pallets when the killer is further than 4 metres away, they instantly get Mori'd

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049867#Comment_4049867

    I believe you already know the answer to that. They'll get to it whenever. Maybe next month, maybe next year.

    Me patiently waiting for the definitely still coming Swamp rework

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050296#Comment_4050296

    They also introduced new bugs with this update, by the way. At least the more hard auto-aim on the hooked survivors, harder rubber-banding for Nurse and the pallet stun distance is even longer now for some reason. Each of these bugs has its own thread in the main discussion section. And here is the kicker: guess which killer is not affected by any of these bugs? Who can ignore pallets, hit unhooking survivors without M1 and is not a Nurse? What a coincidence, huh?

    great job BHVR, the future looks brighter than the shine from character's hair for no reason… unless Michonne went grey during the ones who live

  • If you don't fork over cash you get nothing until March, not even the bugs they said they fixed were entirely removed either. Who cares if some of the weaker killers and perks of either side are bad, have you considered buying our new legendaries*?

    *haha careful though we might take the money and not give you any auric cells haha

  • considering how much effort it takes for survivors to get rid of Leeched against Krasue and how she can just easily hit them to stop the removal, Unknown needs a much stronger Weakened effect and maybe a second less on cooldown. Weakened should also slowly go up when not looking at him to pressure survivors further.

    The Hallucinations also need something small, such as survivors either can't get rid of them or something that makes it a risk more than it already is - I would suggest removing them gives Weakened but that seems too strong paired with the other changes I suggested, though who knows it could make him scary again

  • @BongoBoys said:

    I think if they just make it so Demo can look at a exit portal he setup earlier and start burrowing into the ground without needing to place a portal he'd be in a better spot

    no you will deadzone and shred only and you will enjoy it apparently

  • @[Deleted User] said:

    It ended up about where I predicted. The vine attack's harder to land than Nurse blinks, yet easier (and certainly less clunky on average) to use than Pinhead's gateway. It's not the fault of the design or the programming of the power (though it can get finnicky with certain asset geometry), just an unfortunate symptom of a larger problem with DbD's gamepad camera control implementation.

    The cadence at which you can use the power, the newness factor of people not knowing how to deal with it properly yet, and doing a little bit of patient zoning helps a bit with achieving results semi-consistently right now, but I'm not sure I'd ever want to "main" this killer for any length of time. I could see it being pretty mentally exhausting in the long run.

    I see him being a case like Unknown where after people learn how to easily avoid his attacks, he ends up half as powerful and just as frustrating

  • @saym said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049724#Comment_4049724

    Last time

    “Fixed the Deathslinger bug.” → Not fixed.

    This time

    “Fixed the Nurse bug.” → Not fixed.

    “Fixed the Ghoul bug.” → Not fixed.

    Next time

    “Fixed the Midwich pallet bug.” → Not fixed. (New)

    tale as old as time at this point

  • especially when bootleg Vecna just has lines that are just copied from actual Vecna, but more annoying.

    The Walking Dead had characters act like they were taking from that world and put here, now Steve asks "uhh anyone here have superpowers?" as if he is in a bad Marvel skit

  • @Mandy said:

    There is no current plans to adjust Demo in the short term - this chapter is focusing on new content.

    ok i guess i'll just uninstall until some changes do come

  • is there any reason we got zero balancing changes outside of the new content?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038950#Comment_4038950

    I mean, the initiative isn't over yet?

    It carries on into February.

    I don't think 2 months is gonna change much when 9 months already has been lackluster

  • I imagine they would have mentioned the themes leaving if that were the case, but then again it took them like 2 weeks of backlash to address why the longest rift of the year was also the emptiest so who knows really, I would personally wager we keep it though

  • I think they've done a pretty good job so far!

    at doing the bare minimum for nothing

  • and to give the true DBD experience, the box also comes filled with bugs that sprawl onto your floor when opened

  • oh my god you area genius, yes yes gimme the skeleton man and my queen Valkyrie BHVR

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036774#Comment_4036774

    With the way maps are set up, no it wouldn't be easier to do a full revert. We're aiming to improve the playability of pallets in general and we're aware that some maps this was a heavy survivor complaint, then of course it went too far to the other extreme, better to balance it on live rather than full reverting something and starting again, and then likely have to go through the same things.

    Is there any reason as to why these changes weren't just put in a PTB to test rather than throwing them into live, especially after Eric (rightfully I admit) spent time to emphasise the that the PTB was exactly for testing? It seems rather contradictory when there are already plenty of issues in the game as is and then this just threw an extra layer of unbalanced to both sides as it was tweaked.

    Follow up question that is more curiosity than critique but why did it take two weeks for Breakdown and Wicked to get reverted to their previous effect? If they were in the game like that already then surely they could have jut been left untouched entirely?

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