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MeltingPenguins

MeltingPenguins

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MeltingPenguins
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  • @White_Owl said:

    It's a more powerful Distortion with a risky drawback: you know when the killer sees you (and as consequence, what perks he has) without limited uses, but with a chance of being seen even more.

    Personally I find this quite interesting.

    And it makes SWFs a bit fairer. Like, now you can't give people constant input on where the killer is, but only when it's more or less vital.

  • They are apparently working on fixing the switch version?

  • @Phasmamain said:

    This is why we need scissorman from clock tower! Got a pair of garden shears to do the job

    And like... we have two guys with chainsaws, one woman with an axe, one with a huge sickle, a guy who was a gardener and a woman who's technically a tree. Why are hedges a thing that stops us?

  • I'd seriously love to know if the stats actually give information about how many people who bring a key die first or second and how quickly. As others pointed out.

  • @WishIcouldmain said:

    Bubba, Doctor, and Deathslinger are OP nerf annoy me. And those who say Freddy and Spirit are balanced with equal counterplay also annoy me.

    And often it's the same people, too

  • it's fine as it is.

    When people go and say 'oh woe is me it counters all stealth killers' I wonder what their game's SC does. Because when I play it light up if the killer looks in my direction from a certain distance.

    It does not tell where exactly they are, who it is etc. One still needs to look around to try and spot them AND SC adds an additional 'distraction' from skillchecks, which are already a little harder due to it (if the killer looks at you)

    Seriously.

    SC has a radius of 36, Whispers one of 32, so, while, yeah, Survs know someone's looking at them before the killer knows there's a survivor nearby, just like whispers it does NOT tell the exact location.

    And the arguments that it counters stealthkillers only works if you don't even try to stay out of the line of side of survivors.

    Also, practical experience has shown that survivors don't really look around, SC or not (do you know how often I stood right behind a survivor opening a chest/doing a totem or gen and they just didn't realize... as if there was not heartbeat, music or stain...)

  • @OmegaXII said:

    Remove all meta perks. No meta perks are fun, and I’m saying for both sides.

    It could also save a lot of toxicity from this game.

    Define meta perks (no sarcasm). Cause, to me 'kindred' would count as a meta perk, but it isn't overpowered. Unbreakable can be a blessing without being toxic.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1911724#Comment_1911724

    How would you say they're encouraging that? IMO, a lot of games end up going competitive. Some of my friends are insanely competitive about MARIO PARTY MINIGAMES lmao

    I think that's just the nature of games- the point of playing a game, to most people, and in most game designs, is to win. And then a large amount of people push that even further (like my Mario Party example).

    BHVR receives huge amounts of criticism for anything that doesn't feel "fair". So with that in mind, I do not view them as the ones pushing for it to go more competitive- I actually fully believe that it has been the community who pushed for that. Killers want BS survivor perks nerfed, team compositions (swf, ranking, etc) changed, and survivors also want killers/killer perks nerfed at times. DBD has a BIG element of randomness (which SHOULD be part of the anti-competitive nature of the game) and even that gets complained about ("I got a crappy map! "You got lucky with the spawns on this map!", etc.).

    At this point, I think if BHVR did anything to try and curb the competitive nature of this game, the community would be extremely angry. The only way I can think of that they COULD turn it less competitive is by basically taking more control away from the player (something that is thankfully unlikely), perhaps by way of forcing random perks or locked perks every now and then. Just more elements of randomness. But solo queue, arguably the most random experience you can have in the game (no idea what skill level of teammates you'll have, no way to communicate, no way to know what perks they have, etc.), is highly considered to be the most miserable experience in the game, too.

    DBD is just in a tough spot because unlike a game like, say, Fortnite, you're not equals depending on if you pick killer or survivor. You might feel like you deserved to win more due to what idea you might have about your chosen role (some killers think they deserve the power role and have the chance to 4k regardless, and some SWFs think they deserve to 4 man escape or have the killer play a certain way) rather than realizing that your opponent most likely was at least a little bit more skilled than you or at least made better decisions, as it might be in a truly equal opportunity 1v1.

    DBD, like many games not intended to be competitive, was always destined to go down the competitive path due to the "me against you" nature of the game (regardless of its asymmetry), and in my opinion, devs have been forced to take the direction down that path or face the ire of the community who would have undoubtedly been upset over imbalances.

    Anyways, thanks for coming to my TED talk LOL

    There's people competetive about Animal Crossing, because humans are weird.

    But to answer the question:

    There's a number of perks and abilities that encourage scummy behaviour due to how people play the game competitively:

    In general the goal seems to be get gens done/kill all survivors as quickly as possible. Without losing a pip seems optional to some players.

    This reflects in what people declare to be broken killers without counterplay:

    Killers that have means to cut chases short/require stealth instead of trying to engage them in a chase are deemed broken, to the points that some people call for their removal if not harass those that main them.

    Latter is known to bhvr, and they ought to put their foot down. instead they are making jokes about things that come across as mocking if not encouraging (If anyone thinks I'm exaggerating, let me welcome you to a different reality than the one you went to bed in)

    The second bit of this is killers like Bubba where the ability outright rewards camping. It's odd to see that this stuff doesn't happen as frequently with billy, who should technically have the same ability as bubba.

    So, how can it be that you could bet your pet/vital organs/first born on a bubba playing scummy and WIN, but not billy?

    Because of the slight difference in how their abilities function.

    Similar with perks like the notorious DS which are less used against tunneling and more for toxic trolling.

    Latter, by the by, seems to be a requirement to some people to declare a match successful. Like, no matter how the game goes, if the other side isn't getting angry at them, they'll throw a hissy fit like you stole their pet (winning it fair and square in a bet about killer behaviour not withstanding). It's as if they can't be happy unless they make others miserable, and with how perks etc get altered, how and what the devs 'joke' about, etc, this kind of approach is encouraged.

  • @Toblerone007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1911776#Comment_1911776

    If my suggestion where to be implemented obviously wouldn't work with current balance. I was just saying that in order for the meta to move away from regression builds on killer and anti-snowball builds for survivor there would have to be more killers actually spending more time chasing.

    How? This isn't meant as snark.

  • @Toblerone007 said:

    I think making the main objective of completing generators take longer and in turn provide higher incentive for killers to take chases instead of having those macro focused games. Right now I think split generator completion ends game super quickly which in turn forces killer to only go for plays that guarantee a hit. ie hook saves.

    EDIT: To answer you last sentance: the only way is simply to release stronger perks or nerf the existing ones. If they're the best perks in the game they will be picked the highest no matter what other options there are.

    Can't agree. Right now the approach of a lot of people is 'have someone engage the killer in a chase while the others repair gens'. making gentime take longer wouldn't make that any better. On the contrary, it would make it worse as people would be even more focused on repairing gens quickly, so more purple toolboxes BNPs, etc.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/222906/what-in-dead-by-daylight-bhvr-disheartens-you-the-most

    What disheartens me the most is they keep trying to make this damn game an E-sport....

    this. like... there is nothing that makes the game fun to watch on its own.

    It's always the streamers commentary, not the actual playing, and you can't have that with a 'professional' commentator cause good heavens, the game is about as exciting for spectators as competitive paintdrying

  • The problem is Bhvr is more and more encouraging 'competitive' playstyles (as if dbd would be game in any way made for 'serious' competitive play) and a lot of changes to addons and perks encourages scummy behaviour.

    It attracts people who will throw a tantrum if they are not given an iWin button, and it's pathetic and sad.

  • You know, the saddest part is honestly why anyone would even WANT to hack dbd.

    Like... there is nothing if you get down to it. There's not unique rewards, no anything. Only wanking one's ego because you clearly showed of your mad (haxx0r) skillz.

  • @SocialDistomancy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1909264#Comment_1909264

    That would make blood warden obvious and even more of a waste of a perk slot outside of purely troll loadouts

    only if people 99 the gate

  • @Karao_Ke said:

    https://forum.deadbydaylight.com/en/discussion/comment/1909264#Comment_1909264

    That is a great idea though I will say most survivors tend to 99 because of endgame collapse, not Bloodwarden.

    Might be something that varies between regions and ranks. I see it mostly being done to avoid BW these days. Unless someone gets hooked very far from the gate

  • It's not just the facecamping, it's bloodwarden.

    People often 99 the gates if someone is down to prevent BW from progging.

    One way to solve this would be to NOT have gates regress if BW is in play, thus also telling survs that it isn't and they can just get out. (Related note: move the threshold of the gate right behind the gate too to prevent the corridor shenanigans.)

  • @gendoss said:

    Soooo like the rift cosmetics..?

    Not exactly. Similar, but not exactly.

    More like:

    You would buy the dlc and unlock a questline, earning BP and shard (and maybe even cells) as you go, ultimately earning a themed set for several characters. For example,

    A Huntress Themed questpack: You'd have to play on Huntress' homemap as certain characters doing certain things (finding new things to interact with) etc, likewise find and do related stuff on other maps (like if the quest is active the chance you'll go to that map increases severely, might even cancel out unrelated mapofferings (even if several people have different quests) ultimately unlocking russian folklore outifts for a bunch of survivors and killers (if not the entire roster)

  • @CheyeneKL said:

    ?????????? What????? What have they been doing lately...?? Where are you coming up with the idea that they're just wasting time and money on licenses rather than improving the game?

    They literally haven't been adding new maps lately because they have been reworking old maps visually and balance-wise. They have been reworking perks (which has been heavily asked for) and weaker killers.

    MMR is also in the works for matchmaking issues and they regularly attempt to repair glitches and bugs.

    If you wanna slander linked cosmetics, go right ahead. But as far as the cost of cosmetics go, BHVR's prices are pretty standard tbh. Fortnite cosmetics are similarly priced, for example.

    What are you expecting from them that they're not doing???

    Look, when it's cosmetics like the Minotaur or Krampus, those oughta be linked. But things like Kate's dress? The dress, sure, but the head with it?


    And that they are wasting money on licenses is the impression I (and *gestures around* a lot of people get).

    I give you this: It might easily be due to the utter lack of communication with the community. The issue with the colorblind mode has shown that. It feels severely as if this is what they are doing (amongst other issues) because those are the results we actively see:

    Broken chapter releases, little to no consideration of community input, butchering of events etc

  • @ALostPuppy said:

    You're pretty spot on, and you could probably apply a similar mindset to almost every current big game company too. It's kinda sad that this is how the big franchises and games are run now. I only ever look forward to indie games now, or a very select few companies like Arkane and id

    Yeah, it's annoying with big companies as well, but bhvr... they don't have the money.

    Like, I'd rather have them have a purchasable questline that ends with a themed cosmeticsset for all characters (on one side) than the whole mess with licenses and locked cosmetics.

    Seriously: Give me something that requires me to play for a while and solve quests with a nifty reward at the end and i'll gladly give you 25 bucks. But 10-15 bucks for a single cosmetic? why?

  • Tying the lore to the rifts is annoying as well.

    Just... like give us new dailies and achievements to unlock small stories for the characters as we play with them.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1903990#Comment_1903990

    And yet a lot off Freddy problems can be solved by waking up which a lot off survivors don't do i had a match the other day and before i got the person off the hook i woke up so i made sure BT was active when going for the save, Even when you heal people instead of staying there for a few more seconds to let the other person wake you up they run off staying in the dream world take those few seconds and wake up and most off Freddy powers are useless if your awake. You mean like the DS+UB combo on good survivors it can be a real pain to deal with just like ruindying with a good team it might not last long at all other times it will last the whole match.

    The problem with pop is the reason they changed it and left DS they way it is "60 seconds allow killers to do a lot off things and still have it active" but DS still stands at 60 seconds and survivors can do a lot in that time, i was using examples from someone that left a msg before me but if you take away killers and just look at perks that have got changed that helped apply pressure there was ruin, PgtW and now ruin+undying combo each one off them has had a change to make it more easy on survivors.

    Look at the ruin nerf and the reason behind it if i remember it was because new survivors found it to hard and the amount off skill checks was random, so instead of new survivors getting better they changed it but killers are the ones that are meant to get better and learn how to apply more pressure?

    The thing about Freddy is that the counterplay is thoroughly giving a disadvantage without any real balance.

    Waking up (if freddy has no addons) keeps you stationary and/or gives away your position.


    As for the topic:

    The slight difference is that as scummy as tunneling is, it does have counters and leaves a bit of control in the survivors' hands. Genrushing doesn't. If one or two gens pop before the killer is anywhere near the survivors that game's pretty much done for most.

  • @GodDamn_Angela said:

    The Friday the 13th franchise is such a legal mess, it never seems to not have a lawsuit going on.

    If Jason, against all odds, does come to DbD he's oughta get a lawyer outfit.

  • I'd take one for the team and clean up the code.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1899669#Comment_1899669

    Spirit is fine though, my issue isn't eith the killers it's the idea I wont verse those which are weaker. I think it's fair to say they're stronger then most but that's because the others are weaker and need the buffs even if its something small to each one, like clown for example. Imo no killer is needing nerds and nothing should be an easy 4k, easy 4ks exist atm because ranks mean very little. Just wanna keep seeing all killers and ranges of perks

    That's the core issue with DBD:

    Too little objectives if you get down to it. A lot of high ranks (including big streamers and fogwhisperers, too) push the idea that you MUST get 4ks in, respectively that chases are the only 'fun' thing to do in the game.

    And that won't change till the game's mechanics change to encourage different playstyles.

    Till then we have to deal with nerfs that make it harder to get a quick 4k in so those players will try something new.

    I mean... this is a game where people are baffled when you play without the 'standard' builts and do well.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1899297#Comment_1899297

    Nope, just versing spirit and nurse all day would be boring. I dont mind any killer at all just actually want to verse all the killers, some need to be buffed tbh but the game would be boring with such little killers. And not all but most people do. I want range of perks and killers to be seen not lack of them, if I only see 3 killers out of all of them that's a big issue

    Think of it like this:

    Should that happen, Spirit might get an overhaul. If MMR works as it should, and you get a massive killrate throughout all rank with her, she'll probably get a nerf as it would show that regardless of skill level, getting 4ks in is 'easy' with her, meaning something is unbalanced.

  • OP, you oughta have known most people would answer

    'i don't want killers that take away the full control over the chases and force me to actually learn how to react to killers as individuals instead of running the same MO each game'

  • @DeceptivePastry said:

    People like to say it's balanced because it can be countered by doing totems. All 5 of them, throughout the entire map. Here's the problem though, NOED is usually used around low ranks. How many low rank players are going to know totem spawns? They may find a few but there are often times that last one or two are an absolute pain to find. Unless you've got someone with detective's hunch (small game is ok but can still be tricky to find one or two sometimes), this isn't something that's going to happen very often. Plus that's 70 seconds of cleansing, almost another extra gen, but also factor in how much time will be spent just looking for them for a newer player. I don't think it's very realistic. It isn't used much at high ranks although there, sure, I could see it being more balanced.

    I think NOED should remain as a perk. But I'd like to see it less powerful based on HOW MANY dull totems were done instead of it being all or nothing. Starts out as giving the killer 5 exposed hits, one less for each totem cleansed, something like that. If survs cleanse 3 totems then having 2 insta-downs is still quite powerful and enough to secure a kill or two, but it isn't an indefinite buff that just makes people give up and leave or die if the totem is really well hidden.

    I'd rather agree with the idea of a totem counter AND do something else:

    Namely making the non-teachable/character-own perks appear on the bloodweb first instead of having things totally random for survivors, while noed should only appear at around level 20. that way survivors could get used to running things like Small Game, while killers can get a sense for the maps as well so they don't need noed

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1896953#Comment_1896953

    No, please enlighten me why I would ever bring Franklins over a meta killer perk if there is no key in the lobby.

    It's how survivors often play. Look at how many people in this thread alone proclaim to 'just go back and get your item' or 'drop your item before you get hit', basically calling for making sure you (as survivor) are stationary in a specific spot.

    That might not be a free kill, but def a free hit, because a lot of people WILL go back for their item, and get distracted looking for it.


    Frankly (no pun intended) they should change it to not have the items dissolve again, but let the killer pick up the item (after a while) and put it down either during the match, give it back to the survivor if they escape without an item or turn it into addition bloodpoints if the survivor dies (also make it work with white ward)

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1896904#Comment_1896904

    Yes very toxic to bring a mediocre perk into the game instead a strong one that will likely net you more kills.

    You really don't know what makes it give an unfair advantage, do you?

  • I love how all the comments that are in favour of Franklin's as it is have this undertone of 'oh, i never faced it but used it'...

    the perk, as it is now, is broken and gives an unfair advantage to killers. Also, if/when keys gets reworked etc it will become nothing but a douchebag perk to be toxic (even more so then now)

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1895493#Comment_1895493

    I can understand hag taking chases away from survivors but i've never understood how this applies to deathslinger. Yes, dodging his spear might be a 50/50 but once you are injured even if you are speared you can play around predropping pallets so he can't finish you off even if he catches you.

    It comes down to a lot of survivors being unaware what Deathslinger can shoot through/over and what he can pull a speared survivor around. Predropping pallets can sometimes even be an advantage to him cause a lot of survivors do let their guard down when they're on the other side of the pallet.

    for example, you CAN drag someone to the shack window after shooting them over the dropped pallet, hit them and reload and shoot them again when they leave the shack through either door.

  • Same reason people hate Deathslinger:

    Hag's a killer who takes away control of chases etc from the survivors, and generally meddles with the 'engage the killer in a chase and keep them busy while gens get done' tactic you see all too commonly.

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1895350#Comment_1895350

    Seeing how a gang from Hellshire just tore through Glenvale that doesn't prove anything. Not to mention if we're bringing up add-ons as proof...

    Modified Ammo Belt - "An old ammo belt Caleb altered for his specialized weaponry. Still holds the fine red dirt of the Arizona Territory desert."

    Marshall's Badge - "A silver badge taken from the corpse of a lawman in Arizona Territory who interfered with the Hellshire Gang's bounties."

    So while only 1 add-on mentions the Glenvale Gazette, 2 add-ons mention Arizona Territory.

    Then I have to bring up that we already agreed that Caleb and his gang travelled a lot (comes with the job), which is backed up by lore.

    Also, again, I'm staying with the impression that the line in the lore is meant to be read as 'they rode to hellshire right after the massacre in glenvale'. Otherwise it would have been worded differently. You don't word such information like this if there's meant to be a longer gap between two events.

    It's like when in movies you have a character ask a question, have a cut and have another character answer at a complete different location, even though there's no reason for it. You just have to wonder 'what were they doing on the way there that they took so long to answer?'.

    By mentioning the battle at glenvale we have a definite moment for when caleb saw the article.

    Meaning they rode to the prison from glenvale. and if glenvale is in arizona that would have been about a month's ride.

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893613#Comment_1893613

    Although that's true, in the lore it only states that the gang galloped into the prison. It did not say they galloped all the way from Glenvale to Hellshire. Also, you're right that's my mistake you did not say Hellshire was in Glenvale.

    I'd say the implication is there in the part before it states they went to Hellshire:

    After a bloody battle at Glenvale, Caleb caught notice of a newspaper headline: 

    True, this as such gives us only an 'after' but the wording, paired with the Glenvale Gazette being mentioned in one of his addons points towards the newspaper being there in Glenvale after the massacre when the gang was licking their wounds, not days or weeks later.

    Had it been days or weeks later the mention of the massacre would either not have been there, or the wording would have been very different.

    So, I stay with the impression that they rode to Hellshire right in the aftermath of the massacre.

  • Since the Twins patch the game crashes much more commonly for me, usually when I'm playing with friends. (thankfully it usually only happens AFTER a match)

  • Said it in other threads about this, but it all smells very much of 'let's optimize the HUD for esports, at the cost of regular gameplay':

    The hookstate? Get points in a tournament for how far it progresses/how fast you save someone

    The pointevents? irrelevant in a tournament as they are automatically counted.

    etc

    So yeah, it all feels as if this is meant solely for tournament playing, but not regular playing. And even in tournaments this is more hindering than helpful, as this HUD is for those keeping track of points, aka the judges/spectators, not the players.

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893355#Comment_1893355

    Although that's true nowhere in the lore (if I recall correctly) does it say that Hellshire was even in Glenvale. All it says is that Deathslinger had a fight in Glenvale. If that wasn't enough proof that Glenvale doesn't need to be in Nebraska, it also says that Deathslinger went all around the country to bring prisoners to Hellshire. That means he didn't stay in Nebraska.

    Show me where I said Hellshire's in Glenvale, I'll wait.


    The lore states that after the Glenvale massacre Caleb saw a newspaper article about Bayshore buying Hellshire. The wording indicates that he found the papers IN Glenvale directly after the battle. And that he and the remains of his gang immediately set out for Hellshire.

    This means:

    If Glenvale is anywhere but near Hellshire, you HAVE to take the time it needs to RIDE there into account.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893348#Comment_1893348

    I agree wholeheartedly.

    Everything about dbd is just wasted potential.

    another good example would be Charms:

    Like, a lot of people are almost begging for charms to do SOMETHING like give a statsboost, alter the TR etc, aynthing to make them a tactical element for the game. Instead they are... there, with no rhyme or reason. and usually they come from being filler material on the rift. Like, if the charms would all be on the free rift, fine. But damn.

  • Glenvale is a weird case:

    There's a lot of references in Caleb's addons to Arizona etc, but here's the stinger:

    Hellshire is in Nebraska (see Zarina's lore) and riding from Arizona to Nebraska would have taken a whole month. Which, no matter how raging and vengeful caleb was, it doesn't pan out. So, for the time being we can say:

    Glenvale itself was in Nebraska, 'Grave of Glenvale' however is made to look like arizona, because the entity found arizona to be delightfully desolate.

  • Yeah. DBD is having the same issue as WoW: the developers not decided on WHO to make the game for. Like, right now (interference from covid not withstanding) it feels like every idea is thrown at the wall and no one waits what sticks.

    The recent HuD update? A mess. Does it matter WHAT big features they are planning that require it? No, because we neither know what these features will be nor when they'll come. We are given a car without wheels and are told to drive because the wheels they are working on will be great.

    The original Killers might looked messy, but there IS a certain rhyme and reason to it. While the licensed ones are... shooting BHVR's own foot with a shotgun. Licenses cost money, and I am not certain they actually attract enough paying customers to justify it. So it results in lots of nonsense pay-to-whatever bits and pieces that the game wouldn't need in this amount if it weren't for the licensed characters.

    Then there's the recent changes to the lore with this entity cult etc, which still comes across as failing at 'less is more' and failing at it hard.


    The community, which rarely agrees on stuff, agress that we urgently need several health patches AND a break from new killers, survs and perks until the landslide the current perk pool is has been cleaned up.

    The devs don't seem to agree.

  • @Kees_T said:

    I understand you. It's not that we want be special just to flex, but to show that we were there when it happened.

    When I see a Legacy player, I will say "oh cool, legacy, he played the game back in 2016". Like, you are recognized for your efforts in the game, showing how much you played and devoted yourself for it.

    I really don't care about Rift skins coming to the store, but at least everyone who completed each Rift could keep something to show that they played that Rift, as a special rewarding for playing the game during that time.

    y'know, they could overhaul the daily challenges to give character specific questlines that end in genuinely exclusive cosmetics (and encourage people to try new characters)

  • When you play as killer and 'hold' the attack button your character lunges forward in an attack.

  • Bloodhound (and Murmur) because apparently using perks that let you find survivors is hacking...

  • yeah (made an entire thread bout it).

    like, as others stated, there's stuff that can (and should) be kept secret, but basic mechanics and features, or even some skins etc should not be amongst that number.

  • @Dasher_102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889866#Comment_1889866

    Unpopular opinion: spirit is fun to go against and use high skill counterplay and if u have trouble then you're not that good at the game.

    that applies to all three of the killers named there.

    Seriously, most of the time people seem (SEEM) to hate on Spirit, Deathslinger and Hag because they require different counterplay than 'engage them in a chase and loop them around the obstacles while gens get done'

    Spirit and Deathslinger are both killers that require a more stealthy approach, and hag is very much slow and steady wins the match.

    people that cry bloody murder over them are usually the same who will sit there and let myer and ghostface milk them dry and then complain about getting insta-downed.

  • @apathyinc said:

    They said the new HUD will allow them to do more things in the future that they can't currently do. Maybe adding color blind mode is one of those things.

    The New HUD makes it harder for non-colorblind people to tell apart the survivor states already because it's not longer stylized but a color effect (not to mention the HUD design is so counterproductive concerning providing information to the player) ...


    EDIT: well... just saw some stuff on the dbdleaks twitters... mhnnn... guess it's a time of wonders and miracles...

  • Autohaven is literally that squinting Black lady meme

  • @Phasmamain said:

    Some maps don’t have the moon visible.

    Also I don’t want to deal with 4 blendettes on max moonlight auto haven

    Just play on low setting and everyone's invisible on autohaven

  • @WeenieDog said:

    I didn't think that controversial. Just each side completing their objectives.

    -"But what else are they supposed to do?"

    This is the main issue DBD has and which urgently needs to be addressed. You know how in other games you can reach the point where all that's left to do is get to 100% complete or you just farm and grind to get better gear to farm and grind to get better gear to farm and...

    That's DBD right now. There's nothing really aside from gaining BP to level up all your characters to... gain more BP.

    There's no actually challenging quests and tasks, no variety, no nothing.

    The rift was a nice idea, but it boils down to the same with no real reward (especially since you can unlock the tiers with real money, so it's P2Win instead of adding variety to the gameplay).

    DBD really needs new modes and new challenges and rewards for these challenges.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884633#Comment_1884633

    There has been so many reports for those uncleanseable totem spots tho....

    Yes, after the fact. so, both sites aren't doing a great job here.

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