LordGlint
LordGlint
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942618#Comment_3942618
Where was it said that the killer and survivors will always spawn in opposite corners?
Tell ya what... wait til Tuesday, run 10 custom matches against bots while using lethal and see how predictable the spawns are... then we can come back to this.
Sidenote though, even if all 4 survivors do what you claim and want to jump on 1 gen to crank it out... that would only work for a 4 man gen. Most gens in this game can't be worked on by 4 ppl.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942566#Comment_3942566
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942570#Comment_3942570
It still can be a guessing game of where the 4 survivors are, and if a low mobility killer guesses wrong, the first generator might be fully repaired before the killer gets there. This is especially true if a SWF decides to all bring toolboxes, because they know they'll spawn together, and can get a "free generator" at the beginning of the game.
And it will actually be more difficult to find survivors early on, because they are starting in less places. Having the survivors spawn separately, makes it much easier for the killer to find a survivor early, because the killer has 4 separate chances to find a survivor.
Yes, placing the survivor together means they can't immediate repair 4 separate generators. But if it means the 1st generator might pop before the first chase, then that's not good either. It's also not good if it means all 4 survivors just hide until the killer patrols by, then bursts down the first generator while the killer continues a full loop of the generators.
I think your missing a key detail here... the spawn changes for killers and survivors causes them to spawn on opposite sides. If you spawn in the bottom left, the survivors are on the top right. This was the reason they changed killers spawning in the middle... to make it more obvious where the survivors spawned at.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942436#Comment_3942436
That’s pretty neat! Would leader do the same then too? I noticed for exit gates of course.
Not sure. Only reason BK came to mind is because i got it in chaos shuffle and saw the yellow bar when I healed a teammate. I'd assume leader would be the same since it gives a healing boost. Only thing to keep in mind is the person BEING healed doesn't see the different colors, just the person doing the healing.
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@Coffeecrashing said:
My concern is all 4 survivors spawning right next to the same generator, and the generator getting fully repaired before the killer gets there, because the killer guessed wrong when they are guessing which generator the survivors were at.
The spawn rules didn't say anything about spawning survivors away from generators, ore making sure that if survivors spawn near a generator, that it only has 1 or 2 sides that could be repaired.
They're also changing killer spawn though, so it shouldn't be too difficult to find survivors early on.
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@MissiCiv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942446#Comment_3942446
If your solution is “just throw in random characters and call it content,” then yes you’ve already run out of meaningful ideas.
You can slap 10 imaginary cousins onto Bubba, or conjure up nameless demons from the void but that’s not expansion. That’s filler. That’s the difference between building a rich, evolving universe… and duct-taping extensions onto something never designed to grow in the first place.
And as for the whole “we already have DBD at home” argument? Come on.
By that logic:- Why did Riot make League of Legends when Dota already existed?
- Why did they make Valorant when CS:GO was already kind of a tactical shooter?
- Why did Pro Evolution Soccer even tryed when FIFA dominated the football scene?
- Why did we get Apex Legends, Warzone, or Fortnite when PUBG already "defined" the Battle Royale genre?
Because all of these games share the same core gameplay loop, the same foundational logic, the same mechanics and design philosophy they just reimagined it within their own unique universe.
They didn’t need to reinvent the genre just refine it, evolve it, and present it with a different voice. And that’s the point: competition doesn’t mean creating something completely different it means taking what works, understanding its strengths and flaws, and offering a version that might speak to people in a new, better way.So this isn’t about swapping names or making cosmetic changes.
It’s about taking a proven formula and evolving it, giving it new life with smarter design, better balance, deeper mechanics, and a fresh identity.it’s not about renaming perks or swapping generators for computers.
It’s about taking a formula that works and pushing it further refining it, elevating it, giving players different choices.Competition breeds innovation. And innovation is what keeps games and players alive.
DBD has original content all the time which people go nuts for, so not sure why you think another game can't also release original characters to similar success.
As for your examples of various games I'n the same genres... you've already stated you don't want a game in the same genre that does it's own thing. Here's your words...
-I'm not talking about asymmetrical horror games in general. I'm talking about a game that replicates DBD’s exact gameplay formula, same 4v1 structure, same core objectives, same chase/loop mechanic, skill check system, perk-style loadouts, etc. Just with different characters and visuals/effects.-
Valorant didn't replicate CSGO just like Fortnite and Apex didn't replicate PUBG. These games did way more than just introduce a different art style, they drastically altered the formula. It's dishonest to suggest otherwise. Fortnite's gameplay of building structures, using bounce pads and gliding around make it drastically different than PUBG. You however don't want a drastically different DBD game...
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@MissiCiv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942433#Comment_3942433
You might've misunderstood my point by miles. I'm not talking about asymmetrical horror games in general.
I'm talking about a game that replicates DBD’s exact gameplay formula, same 4v1 structure, same core objectives, same chase/loop mechanic, skill check system, perk-style loadouts, etc. Just with different characters and visuals/effects.Most of the games you mentioned (like Killer Klowns, F13, or TCM) rely heavily on licensed content and are built around a single IP. That kind of design is doomed from the start. Once they burn through all the recognizable characters, maps, and references from that universe, there’s nothing left to keep players invested. No long-term gameplay variety, no creative freedom. These games are also fundamentally different from DBD in terms of core gameplay. They don’t follow the same chase-loop-objective format, don’t have the same perk systems, nor the same kind of 4v1 tension or match pacing. They might be asymmetrical, but they’re not mechanical alternatives to DBD.
I’m imagining a game that has its own unique theme and identity, just like DBD did when it launched.
A game that releases its own original chapters and content updates, but also welcomes a variety of licensed collaborations across horror, sci-fi, or even fantasy. It should have the mechanical depth of DBD -chases, loops, perks, clutch saves, all wrapped in its own stylistic world.That’s not what we’ve gotten from these other games.
None of them offered the same open-ended foundation that allows for decade-long growth the way DBD has.Afew points to make here...
As far as running out of content from using a single IP... many games didn't really have that problem. TCM for example just kept releasing new characters that you kinda just had to assume were Bubba's cousins who have been out of town for awhile or something, lol. Introducing new Demons in Evil dead was also a non-issue. You have IPs like Puppet master that would introduce new characters every movie, so I don't see why they would have an issue pulling new puppets out of their ass for the game.
Correct me if I'm wrong but... it SOUNDS like you want a DBD clone you can play because you really like what DBD has but you wanna be able to say you play something else. It's like that old meme "we have DBD at home". If the only differences you want is renaming stuff... what's the point? "It's not a survivor fixing a generator, it's a victim repairing a power supply...TOTALLY different".
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/447790/do-no-harm
I never noticed this with healing perks? Does it do this with other healing perks?
Yes, other perks like Botany knowledge will give you a yellow bar.
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@MissiCiv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942252#Comment_3942252
And which my friend :)
There was killer klowns, f13, Texas chainsaw, evil dead, and Last Year to name afew. DBD players try them out while claiming its the DBD killer and every single time...they pick DBD over the alternatives. I have a really hard time taking ppl seriously anymore when they say they'll jump ship once an alternative comes along since there's been plenty of alternatives.
You can also go play the Roblox DBD clone or Identity V if ya want.
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@MissiCiv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942024#Comment_3942024
100% This.
Just imagine a new game is released that’s exactly like DBD. It shares the same core gameplay idea, just like how League of Legends and Dota 2 are based on the same foundation. The only differences would be the characters, some terminology, and maybe a few visual elements.
For example, instead of repairing generators, you'd be fixing computers. Instead of running from a killer, you'd be escaping from some sort of monster, hunter, or anomaly. Just like in DBD, there would be survivors, except they wouldn’t be called that. Maybe they'd be referred to as Runners, Escapers, or Operatives, depending on the game's theme.
And just like how every survivor in DBD comes equipped with up to four perks in our games, this new game would have something similar, perhaps called modules, traits, or protocols but functioning in exactly the same way.
The gameplay loop would also be nearly identical: chases, mind games, looping around structures to buy time, completing objectives under pressure. Everything just the same, just presented with different names and visuals.
If a game like that existed, I’d drop DBD without a second thought. The only reason BHVR gets away with so many poor decisions is because they hold a monopoly over this genre. They know that if you enjoy this specific type of 4v1 gameplay, you’ll eventually come back to DBD because there’s no real alternative. And that’s exactly the problem.
Asymmetrical horror games like you've described HAVE come out though... Why are you here and not there?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941753#Comment_3941753
I must say, I was not aware of the remaining time.
As I reached deep rifts, I thought there was only a few days remaining. Seems like I was wrong.
Still, that does not change the concept of the cosmetics being available for a limited time. You never saw a brand putting something for sale for a few weeks, then cancelling it, then putting back in sale, … So why should video games do so ?
Video games offering seasonal or limited time rewards isn't new... DBD's current system is actually QUITE tame. You could probably hop on for 1 match every other day and still get all 100 tiers based off how it's designed. Even if you DO miss out on getting it for free via rift, the cosmetics tend to make their way to the store anyway so no one is really missing out on anything besides maybe some charms.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941740#Comment_3941740
Not necessarily. There are devs that play the game.
There's devs that STREAM the game if anyone needs proof that it's being played, lol.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941713#Comment_3941713
Then I do not know in which dimension you are currently living, but I wish I would live there too… Since the new quest system came out, I played between 1 and 5-6 games every day and only managed to finish the rank 80 yesterday and only a few milestone quests are completed. Mostly playing survivor so that could explain (killer quests are way easier than survivor ones)
Am I bad? Probably. Does that invalidate my point? No, because knowing I am not a beginner on the game, I do not even want to know how true beginners feel when they arrive…
Seems like ppl who hop on even semi-regularly will have not only all the normal prizes, but also the deep rift stuff. You don't need to be a pro to do the "challenges" since most of them are basic gameplay that most beginners should be able to handle. We're not even halfway through the time limit, and even ppl who don't play everyday are in the deep rift section.
I still have quite afew milestones to do...
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Nurse has had several nerfs over the years, so... not really sure what you're getting at here. Just because people who are good with her can still win doesn't mean those nerfs didn't happen or should be ignored.
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@xGodSendDeath said:
I'm man in chair parked in front of my TV. I don't have a setup currently for mouse and keyboard so I'll stick with controller
I have a seat in front of my TV too. I was just thinking of getting a lap desk thing like this.
They have a cushion at the bottom.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940813#Comment_3940813
No, if you leave the game, you essentially would cash out and abandon any future awards you may have gotten. That being said, I dont see why getting rewards if you left once the original match concludes would be a problem - why not? I suppose that'd be tricky to program in, though.
How would you get additional rewards AFTER dying?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941122#Comment_3941122
Read my comment above it where I first floated the idea.
I said that I needed to figure out how to give mobility to those Killers without it, because I viewed it as the main issue.
Would be nice if they added doors similar to Springtrap's or something. Maybe place them on the corners of the map that are usable while a survivor is on a hook.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941106#Comment_3941106
I think that it was the density of tiles that was the problem, along with the size.
Large maps, like Cowshed, with loops that chain from one side of the map to another were bad. Larger maps, with loops that are stronger individually, but more spread out, would be better. It would make it more difficult to tunnel AND hold gens. Objectives being further apart is better for everyone.
Ultimately, I doubt they do it. It would mean admitting they spent a lot of time and money on a mistake.
Larger maps were an issue for killers that didn't have a form of mobility. If you hook a survivor and realize from BBQ that you have to spend the next 30ish seconds just walking to START the next chase, it feels pretty bad. That's why often times killers would decide early on to just completely ignore half the map. Not a problem for a killer with a teleport, or someone like Billy... but for someone like Artist or Trickster, spending a significant amount of time just crossing the map over and over sucks.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941032#Comment_3941032
his 180s are now completely different, too easy to do, but you can't do 1-frames nor shoulder flicks anymore, nor you can flick when facing the wall because flick doesn't snap anymore, but instead basically does a very slight lean forward and then makes a turn.
On top of that he has variety of bugs, such as inability to mindgame with faking your demon dash activation because you will just move forward and not be able to do anything for 2-3 whole seconds.
So...bunch of stuff that was never mentioned in the patchnotes... great
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@Clinton said:
Might as well get a budget PC if your gonna run M/KB. It won't work properly with PS5 most likely
You know PS5 already supports kb/m...right? This is a DBD thing. You can plug in a kb/m right now and use it for plenty of games.
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@NarkoTri1er said:
my friends who own consoles are already prepared. Too sad some killers had to be ruined for PC just to be better for controller even though they announced keyboard + mouse support (poor Oni)
What's currently wrong with Oni?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940681#Comment_3940681
Oh I agree, there, but it's already like that. If the killer kills 3 survivors, and 1 escapes, that escaping survivor won, but so did the killer.
That being said, maybe they should consider dropping the whole "everyone has their own win condition" like how it is now and turn it into a killer vs survivor team that all win/lose/tie together. If the killer gets 9 hooks, the killer wins and the match concludes?
Now think about this for a moment...
You're playing survivor. You get killed off quick but shug it off and go into the next game. Do you mean to tell me you could "win" your first game while halfway through your 2nd if those other survivors lock in enough?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940670#Comment_3940670
Kill rates can be misrepresented pretty easily. I wish they would change it to hook states instead. Killer wins if he gets 9 hook states, for example. Thats the equivalent of a 3k without the need to actually eliminate 3 survivors. For example, he could 2 hook 3 survivors and eliminate 1 for a win. Perhaps tunneling would feel less "needed" by some killers. Perhaps not.
The win condition for the game is still gonna go down to the individual player. Goodluck convincing ppl that in match where the majority (or all) of the team escapes...it's still a win for the killer.
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I'm probably not gonna play much of the killer til kb/m support hits console, but definitely gonna enjoy that bulk BP spending. I've been sitting on around 5mil for awhile now... I take afew minutes to dump afew hundred thousand once it gets full, then play afew games... Being able to quickly dump it all if I want would be awesome.
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Would be interesting to see what they could do with him power wise. On paper... he's about as generic as it gets as "man with machete", but... who knows what they can cook up.
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I highly doubt they'll introduce anything nearly as broken as you're picturing. Things like slugging have a place in the game… the devs know this and arnt going to do anything that would essentially remove the option to slug a survivor when it's necessary, such as against Sabo squads.
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I wouldn't mind if this was a thing. Let the killer hop out once the gates are powered, and let a bot finish up for those sticking around. I feel like people forget that killer bots have been created and can at LEAST be suitable for this much.
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@pleasedontbetoxic117 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939702#Comment_3939702
Aaaaaand proved my point that just not the Knight is terrible but this community is horrendous at actually having any means of open communication.
Your take is you want a killer deleted because... oh yeah... you completely forgot to mention ANYTHING about knight in particular you dislike. I could copy paste your exact post and plug in any other killer and it would make just as much sense. No one is going to counter argue against you because you never bothered making a point against the character.
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@Cetren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939617#Comment_3939617
But you're just subbing out the option of running multiple perks together with FORCING not stacking to get any sort of reasonable effect out of the perks you play.
I agree with your point but you haven't actually provided a solution that will increase variety.
ETA:
Don't get me wrong, I would LOVE to see a system where a more balanced loadout is rewarded and more common. That's what I want too. But that has to come because there is a genuine need/desire to balance your loadout. Not because if you bring two perks that do the same thing one of them does nothing. Maybe a % regression based system. Maybe a diminishing returns system. But a flat out things don't work together, I don't like that and I don't think that's the right move.
Feel like a system with specified perk slots would be a possible solution. Making it so you can't equip more than 2 gen slowdown perks would allow the devs to be able to buff the individual perks since they'd no longer have to keep perk stacking in mind.
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@Cetren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939613#Comment_3939613
There's no way to buff each individual gen stall perk in a way that makes each of them game changing on their own without making them oppressive when combined. It would take a complete overhaul of the perk system. Also, gen stall perks individually already do have a good effect. I think an attitude shift in the game will do far more to changing the meta than anything else. If people are comfortable with the risk of losing because they don't get shat on by their opponents when they do they'll feel more free to run quirky, off meta, or suboptimal builds.
Since player agency is outside of the devs control, the best solution is probably to change the gen regression cap to be % regression based rather than # of regression events based. (let's say for example, a gen can experience 100% total regression at any point during the game before becoming blocked.) That way pain res locks a gen down more quickly from being regressed than weaker gen stall perks which would be able to be used more frequently could either apply more times or be buffed but make you hit the cap faster.
I think you missed a point of what I said. I'm not focusing specifically on gen slowdown. Stacking in general should be looked at, whether that is putting a limit to how much perks/addons can regress gens, speed up gens, affect movement speed, weapon cooldown, ect. Currently the IDEA of ppl stacking effects results in things being nerfed to oblivion.
Back in December, the knotted rope addon was nerfed from 10% to 2% because it could be used with STBFL... Instead of capping the effect of weapon cooldown, they decided to make the addon essentially just a placeholder in your bloodweb since 2% is completely unnoticeable.
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@Cetren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939613#Comment_3939613
There's no way to buff each individual gen stall perk in a way that makes each of them game changing on their own without making them oppressive when combined. It would take a complete overhaul of the perk system. Also, gen stall perks individually already do have a good effect. I think an attitude shift in the game will do far more to changing the meta than anything else. If people are comfortable with the risk of losing because they don't get shat on by their opponents when they do they'll feel more free to run quirky, off meta, or suboptimal builds.
Since player agency is outside of the devs control, the best solution is probably to change the gen regression cap to be % regression based rather than # of regression events based. (let's say for example, a gen can experience 100% total regression at any point during the game before becoming blocked.) That way pain res locks a gen down more quickly from being regressed than weaker gen stall perks which would be able to be used more frequently could either apply more times or be buffed but make you hit the cap faster.
I think you missed a point of what I said. I'm not focusing specifically on gen slowdown. Stacking in general should be looked at, whether that is putting a limit to how much perks/addons can regress gens, speed up gens, affect movement speed, weapon cooldown, ect. Currently the IDEA of ppl stacking effects results in things being nerfed to oblivion.
Back in December, the knotted rope addon was nerfed from 10% to 2% because it could be used with STBFL... Instead of capping the effect of weapon cooldown, they decided to make the addon essentially just a placeholder in your bloodweb since 2% is completely unnoticeable.
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@Cetren said:
Gen regression is still pretty good. At least from what I've observed its not uncommon at all to see people running 3-4 gen stall perks each game.
That's kind of the point of the post. Stacking 3 or 4 perks shouldn't be required to have a decent effect. This game has an issue with Stacking, but instead of addressing that... they nerf the individual parts so that when stacked all together, it can still be called balanced.
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I haven't gotten any of those 3 perks while playing killer, but I HAVE gotten an identical loadout 2 games in a row once so... not really sure how BHVR's randomizer works. That being the case, removing killer perks because you don't like facing them is not a good enough reason to remove them.
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For licensed characters, getting the approval from the licensed holders would be the deciding factor rather than a poll. Side note... Solo leveling might make a decent skin, but I doubt they'd have a full blown DLC due to not being horror themed in general.
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@Jivetalkin13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939384#Comment_3939384
Maybe have them spawn as a set side by side? I don't know, there's probably some OP combo that people could figure out to make that not work, but I can't think of anything off the top of my head.
Pig boxes being right next to Sadako's TVs might be rough
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@[Deleted User] said:
96 levels with a taste of recolor hell. Having reached almost the very top, where I was able to appreciate what we are given. I came to the conclusion that it is enough to stop at level 70, if you do not want your inventory to look like in the picture. To be honest, this encourages me because I am going on vacation in the summer, and therefore I will partially skip the next archive.
For the recolors, I was thinking it would be nice for the individual pieces at least. Alot of times, I like to mix and match different sets. Figured it could be a case of giving my killer the BLUE weapon instead of the red one if they keep doing this.
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@DarKStaR350z said:
I’m around 65ish iirc and think most of my progress has come from event quests.
Its definitely slower for me than before but I don’t get chance to play every day or 2 due to work/life but when I do play I tend to get a long session in.I’m more worried that I’m almost done with most of the milestones and when they run out I expect my progress will slow even more dramatically than it already is.
I’m holding off on buying the rift until I see if I finish it and get what I want from it first and if not I’ll save my money. Theres not that much I’m bothered about in this rift tbh but I do still like to buy them if I get everything from it.
If your that far, you're gonna get the auric cells right back. You're almost at deep rift already, which doesnt hold any of the auric cells. I think ppl are overestamating how many tiers the events are giving... it's 6. They've been doing 4 challenges per week for 3 weeks giving 50 rift shards per challenge. That totals 600 shards, or 6 tiers per event.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939074#Comment_3939074
Me too lol.
To the topic, I would reduce the time needed to heal back to 40 seconds and:
• Change the trigger condition of Moment of Glory to something along the lines of old We're Gonna Live Forever (safe unhooks, protection hits, healing downed people, ect.)
• The Clean Break change you suggested sounds really good (the on-demand activation).
I can understand why they were trying to tie perks to chests. Currently realistically... there's not much use for chests by themselves. Items in the bloodweb have gotten cheaper, making it quite normal to be able to just bring an item every match rather than try to get a random one from the chest. Using chests as a requirement for a perk effect brings chests into the picture again rather than making the requirement something you would have done anyway.
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@Cadpig said:
I'm getting close to the Deep Rift. Playing on and off since it started, it hasn't seemed much different so far. My question is to how it would be if you start late and don't have the benefit of all of the Event Quests.
The event quests have been giving like... 6 tiers per event. With how often they've been doing different events/game modes though, I doubt we'll get a rift WITHOUT having one pop up.
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Gonna be super close, but I believe in you
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938888#Comment_3938888
The only thing about dying light and thana together is once survivors know this they will gen rush you asap because they know if they don’t they’re screwed.
I like this build though. Also for whatever reason I really love brutal on her?Survivors kinda do that against Plague anyway. The biggest time sinks for survivors OTHER than gens is healing, and no one is doing that against Plague.
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@robertman2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938402#Comment_3938402
Higher framerate, resolution and graphical settings?
Not that to imagine what'd look like, especially there's a bespoke PS5 version of the game. DBD's Switch version has compatibility issues with Switch 2 iirc too
I doubt we can expect anything better in the graphics department, but rather just a less jittery gameplay experience from switch 1 gameplay.
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@TimberGoingDown said:
While I tend to agree that ST is a power crept Xeno, I will say that Xeno has the best basekit info of any killer in the game. They essentially enter a tunnel and get Spirit's mother/daughter ring and can scout the whole map in a matter of seconds.
Was just about to mention that. Ppl who don't play Xeno are likely to be unaware of his tracking abilitiesand see time in the tunnel as STRICTLY a time sink.
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I don't think they're going to make a separate version... you'll just get to enjoy the game on better hardware so it will run smoother. What would a "switch 2 version" of the game even look like?
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937973#Comment_3937973
It'd just be annoying to keep stopping and starting to get undetectable though, and the concept is unique.
If your traveling the map trying to imitate a stealth killer sure... but if you know where someone is, throwing on undetectable to travel the last 40 meters works fine.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937990#Comment_3937990
SPRINGTRAP!!!! After watching Hens play fnaf I'm so hyped!
Thought he was yellowish green, not purple
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Please ignore the stable player count and believe me when I say this game is dying. We literally got a new license added TODAY with the Witcher skins... but that surely is signs that the game is struggling. T
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@100PercentBPMain said:
...they brought this back again? let me guess, there's still no random items addons and offerings are disabled?
easy pass, marvel Rivals is more interesting right now with Ultron. wake me when purple guy arrives
Thanos?
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Could also just give it a lingering timer similar to how survivor boon perks operate once you leave the area. Maybe allow the effect to last for 5-10 seconds after you start moving.
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Played afew matches of survivor, then played a killer match as Wraith. For the most part, it was pretty chill. Probably still not gonna continue after getting the challenges done, but it's not the stresser for me that it seems to be for other ppl.
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Keep in mind some of the new challenges track completed trials. Not sure if abandoning a trial would count towards that.

