MrMori
MrMori
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Looks like we'll be getting Bloodrush anyway.
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@[Deleted User] said:
Meg will be mine but I spread blood points around a lot (on both sides) so even she's only p34.
I would eventually like to get everyone to p100 doubtful it will ever happen but I do play a lot!
No rush to get Meg there though the amount of lobby dodging already when anyone in my solo queue game has a 100 in it is so ridiculous, when I start recording & stat taking again this weekend its one of the stats i'll be collecting! (Will also be collecting survivors dropping out of lobbies too so see if any patterns are there too & I'm sure they'll be a few!)
Wish we'd completely skip lobbies at this point & send us to a match!
They really shouldn't show anyone's prestige in lobby to either side. Crazy that they do it when we already know that lobby dodging messes with matchmaking. I've actually thought the exact same thing about going straight into the match after readying up. But honestly the lobby is pretty charming. I think the game would feel more empty if we removed it.
Also, glad we can both agree Meg is the best.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448213#Comment_3448213
I buy dlc in batches at specific times during the year unless I have the spare income and there is something I really want. So for me iri shards just don't have much value compared to BP which I am in short supply of constantly. I also don't play very much these days compared to a couple years ago when I was playing multiple sessions a day everyday. So only the BP matters for me, as I've got everything I want save a few cosmetics. If they release another cool lady killer I'll spring for her like I did Merchant, but bloodrush is what I need right now.
That's fair. I don't spend money on anything except licensed chapters, and I don't use addons very often, so I value the shards for the free cosmetics you can get with them.
Either way, we have an entire week of double EXP right now anyway, so I'm taking advantage of that.
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@Shroompy said:
9000
@SpiritsHusk said:
https://forums.bhvr.com/dead-by-daylight/discussion/378168/how-many-shards-is-a-character
Each character costs 9,000 shards.
@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/378168/how-many-shards-is-a-character
9,000 iri shards but you can only buy original characters with it. The licensed survivors are 500 auric cells only.
Man it should be 6000 shards for older characters man holy imagine clown costing 9000 shards even though he came out like 10 years ago it's crazy honestly very sad for new players for real.
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Good idea.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447971#Comment_3447971
That is 10k times X number of games per day across an entire week potentially. While 2x xp can give you iri shards it isn't at a much faster rate and it isn't an increase to the number of shards given at base. So unless you're playing 80+ games a day you aren't really going to get enough shards to buy anything substantial. If you're looking to get shards only to turn around and use them in the Shrine of Secrets then you're absolutely better off having a bloodrush because it is far more efficient cost wise to farm bloodpoints and run through webs. Considering we can hold up to 2mil+log in bonuses+free rift+plus tomes+rituals.
There is so little value to player xp compared to a solid 7 day bloodrush.
Hard disagree on that one. Iri shards let newer players buy characters without shelling out lots of money for original chapters. The BP incentives plus reduced grind already make it pretty trivial to level up characters you already own, but there is no way to actually speed up how fast you get new ones outside of spending real money.
Number of shards given at base? The only way to gain shards in this game is exp. And the only type of EXP not boosted by the double EXP is the 300 daily bonus for killer and survivor, which is inconsequential. Double EXP is double EXP, twice as many shards, outside of the daily bonus which isn't really that big to begin with.
Truth is most players just don't think ahead very much. They see something they like in the shrine, buy it, then buy the character with money 2 months later. Double EXP is for sure better than 50% bonus BP, especially with anniversary coming up.
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Fair point, we should nerf the strongest addons and items on both sides.
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You can't know if you're getting tunneled until you're actually in the match, plus killers will tend to go for survivors that already aren't strong in chase, or they suspect don't have any anti tunnel perks.
I get your point, but tunneling is miserable to deal with in solo survivor games.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446849#Comment_3446849
That just seems stupid honestly
While I get your intentions it just seems stupid to have more options of killing yourself to avoid DC penalty
I said when everyone was downed and there is 0 way for the survivors to comeback, no self unhooks and no self pickups. Not at all times. How is that stupid? I think the killer walking around for 3 minutes finding scattered survivors that have crawled around the entire map is more stupid.
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You should add a picture, you can paste it into your post.
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Some of you seem to be missing the point of the post.
Dredge's nightfall is so dark that on TV screens, it becomes almost impossible to see anything, especially with a little screen glare from the sun or light in the room. And I mean literally anything, the whole screen just looks super dark and you can't see 2 meters in front of you.
It's just annoying, not actually scary. Also a problem if your monitor isn't cranked up to max brightness.
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Not sure if this really is "Feedback and Suggestions", but Unbreakable is currently the 7th most popular survivor perk according to nightlight.gg
But I agree that I don't actually see it super often in my games. I feel like there's about 50% chance that there's a single unbreakable. Sometimes more than 1.
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Agree to this one. Part of why hardcamping against solo queue is strong is because survivors have zero way of communicating crucial info. Like "Killer is standing 1m from my face", or "I have Reassurance, I'll get the rescue".
Being able to ping your own perks would be a welcome addition too, as well as the ping system you mentioned.
Also grade has nothing to do with matchmaking anymore, old ranks did but now the game uses a hidden MMR system that is based entirely on Kills/Escapes.
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Slugging for the 4k is boring for both sides. But also walking around the entire map to pick up survivors who have decided to crawl on an adventure after you get the last person downed is also super lame. There are lots of things they could do to speed up the whole endgame process after the game is decidedly over.
Like, if everyone is downed and no one has Self-Pickup or Self-Unhook, the survivors were given a vote in the Esc menu to give up, sacrificing everyone instantly.
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I genuinely don't get why you can't just do the box even while hit by environmental chains. Chains sent directly by Pinhead could still interrupt, but Chain Hunt chains would not. Kind of like how you can still open an exit gate while chained, right?
I think a lot of Pinheads kills comes from people not being able to do the damn box because of those annoying chains, but he's just a noobstomper in general.
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I disagree, it was warranted. If some killer playstyles begin overperforming as a result then we can nerf those instead of keeping around broken medkits to counter broken killers. Keep in mind that the bigger the gap is between the weakest and strongest builds, the less viable weaker killers and builds become.
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Everyone who actually plays killer agrees on this one, but nothing ever changes. Sad, honestly.
You guys remember that the "Last Survior" bonus FOV was under accessibility settings? FOV is accessibility. The reason Shadowborn is a popular perk is because it makes killer far more enjoyable to play. Swapping from a character with Shadowborn to without feels awful.
The only thing that would be worse for the survivors if we got an FOV slider is FOV techs. But who cares about FOV techs? It only works against console killers and newer killers anyway.
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Good idea.
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@YOURFRIEND said:
I really do not want to watch the same mori animations over and over and over. Maybe if there were more variety.
In any case if you want to let a survivor go you don't have to give hatch. I always wiggle them off and we split up and search for it. If I find it then I just close it and let them get gate. It's way faster than carrying them all over.
Sure, but this system would be faster and better.
Personally, I'd like the ability to skip the Mori animation and the Sacrifice animation if I'm playing survivor for the very same reason you mentioned. Would save some time every game.
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Shared offerings for all killers and survivors would be welcome. I guess they don't do it because the grind keeps people playing, and doing this would reduce the grind, in some ways at least.
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So tired of these extreme downsides. 30% slower chest opening speed for Calm Spirit, actually making the perk a detriment. Visionary being disabled for 20s after gen is completed, why? Technician, a training wheel perk making you blow the gen up for more progress for no reason. It could reduce it to 5% and it would not be broken in the slightest.
And now Scavenger having a 50% genspeed debuff? Insane. Sure you can kind of make it work by leaving the gen but so what? I don't like that at all. If they're running out of ideas, why are they still adding 3 perks per chapter? I'd be way more excited to see some highly requested buffs for weaker and outdated killer and survivor perks.
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Would be cool to be able to just disconnect once EGC is triggered as killer without losing your points, leaving just your body in the trial and removing collision. Then once the game was decided, you can just leave.
Open the gates, DC and move to the next. No more waiting out EGC because the killer has already left.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441786#Comment_3441786
why? The stronger players cannot become worse players. the worse player can get better at the game. do you think it is ok for the killer to get forced losses because their kit is highly limited to balance out bad players? this kinda what your saying.
What I mean is you should buff aspects of the character that let good players express their skill, subtle improvements to chase, etc. Like adding the brown addons that buff the intermittent invis to Sadakos basekit. Newbies barely look at the killer, so weird mindgames that they help with won't make a difference. But good players would be able to take advantage of it. That's the ideal at least.
But the truth is, some killers are just noobstompers. Still a good idea to smooth out the problems they have at top level play, without buffing the things newer players struggle with (like stealth)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440620#Comment_3440620
Keep in mind she has pretty high killrate already. But, if she we keep her lullaby, her stealth remains worthless against decent survivors. It's a bit of a dilemma.
here is an idea. how about avoid balancing killers around survivors that play the game poorly? On the bright side, if Sadako kill-rate goes down, maybe BVHR will do something positive for killer.
You can't ignore mediocre and bad survivors when balancing because they make up the majority of the playerbase. If a killer was obliterating newer players like there was no tomorrow, but sucked in high MMR, that killer should still be looked at. A good example is Freddy. Right now, he owns newer players. But is awful vs good players. If we just buff his numbers, he'll own newer players even harder. He needs big changes because of this, not just buffs. Some killers are just not very well designed.
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Do you ever play with controller on DBD itself? I actually had the exact same issue while playing emulator on my PC while in DBD as well.
If you're not going to use a controller for DBD, you can actually tweak the controller settings in Steams "Big Picture" mode, and unbind all actions from the controller for Dead by Daylight. That way, the controller won't mess around while you're in a different program.
Though I agree completely that it shouldn't even be registering the inputs unless your games is focused. That's just bad programming from BHVR honestly.
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@Smoe said:
I still think the best solution is to just overall make the lullaby map wide whenever she's demanifested rather than outright removing it like a good number of people have suggested.
Yeah, some players suggest removing her lullaby entirely, but that would actually make her deceptively strong. It's not like Wraith where she has a lengthy/slow uncloak. She'd just show up, and get free hits. Constantly, with almost no counterplay since she's relatively quiet too.
The problem with giving her a global lullaby is that she'd curbstomp noobs even harder than she already does. Keep in mind she has pretty high killrate already. But, if she we keep her lullaby, her stealth remains worthless against decent survivors. It's a bit of a dilemma.
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I like basement.
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One issue is how visible the traps are with the lack of grass. But the biggest issue I have with Trapper is honestly how outdated his power feels. It just feels clunky and slow to use. 6 years, and he can finally carry two traps basekit. Hooray.
But what about the fact that he has to walk around the entire map picking up traps? What about stepping in your own trap during chase, which you need an addon to fix? The fact that setting a trap is slow and sluggish, even with an addon? How survivors can be out of a trap in either 5 seconds or 15 seconds? That's ridiculous.
Compare him to Singularity, his setup is literally instant. I know, I know. They're not the same. But one power is modern, the other isn't. Trapper has the lowest killrate in the game. He needs some serious basekit buffs and reworks to his addons, like they did with Ghostface and Legion.
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Completely agree, it's a super annoying restriction. There's no real reason why you couldn't just summon the guard through the pallet, or summoning guards when you're close to a wall or ledge. It's especially dumb when it comes to dropped pallets like you mentioned, because Knight can already make trails and send his guards through dropped pallets. So why can't he summon them when in front of one?
I have no idea why the restriction even is there in the first place, or if it is intentional. It makes Knight feel clunky to play.
Either a button you can press to summon a guard to break a pallet, or to remove the lame restriction with standing "too close" to pallets or walls to place guards down would be great.
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I agree. If we want to let people tactically suicide to let another survivor get hatch or something, add a button that you have to hold for 5 seconds or so that lets you do that instead.
It's not "engaging" or "fun" to have to sit and click skillchecks for 1 minute. It's far more chill to be first stage cause you don't have to press some stupid button for no reason. Hell, why not let us spectate our teammates while on hook? That would honestly be a great change. And would bridge the gap a bit between solo and SWF too.
But I highly doubt this will get changed, probably ever.
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Agree, it's pretty lame. I think a good start is to lower the ranges. Right now it's 48m for a pallet drop or fast vault, which is silly imo. Why not make it 32 meters at least, to begin with?
Or maybe, only one loud noise notification per object per survivor every 10 seconds or so, unless they are in chase.
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It's a finicky situation, because if we make 3k instantly end the game, people will give up even harder than they already do. Why even bother playing if you're clearly not even going to get the gens done? Then you're all dead. And now, you don't even get the carrot of potentially getting hatch. Not good.
But many things could be done to make the "game is over, but 2 survivors are left" scenario a little better. First off is giving all survivors Survival points for each generator completed in the trial. Isn't it a bit stupid that after 5 gens are completed, and you die, you get 0 points in survival, whereas if you escape though hatch or gate you get 7k points?
Why not make it 1k points per gen, 2k for escape? Also remove the objective bonus from hatch, it isn't needed. It's not an objective, it's a consolation prize. That way, you don't get an instant 10k points or so just from getting hatch. It's disproportionately rewarding for what it is, which is as mentioned a consolation prize.
Another thing would be to let the last survivors just give up. If there's 2 or 1 survivor left, they can just give up and sacrifice themselves. Why not?
I don't know, I'm just throwing around some ideas. I could go on about this, like how you can stand on top of hatch and force the last survivor to do 5 gens and open gates. That's just ridiculous. Either hatch should be closed automatically after a while, or the last survivor should have no collision with the killer.
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Most 360s are done on console players, or players that are inexperienced anyway. It's even less effective now that Dead Hard is nerfed, Dead Hard made 360s actually a bit of a threat, now you can just swing right into them.
Increased FOV would exclusively benefit console players that get spun all day, and players with motion sickness. Sweatlords already know how to play without it, they don't need it, but who cares? It's accessibility, it should be a slider. Ridiculous.
Another "advantage" could be FPS. Like why the game is capped at 120 fps? That makes no sense either. 240 is becoming standard. And this is a 2016 game, tons of games from 2016 and earlier aren't framerate capped. Is unlocked FPS needed? No. But newer players will immediately notice the 60fps framelock when they boot up the game, as well as the FOV cap. Makes for a bad first impression for killer and survivor alike honestly.
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@DaddyMyers_Mori said:
This would kinda work, but she would be weaker than she is. You would throw her into Sadako realm, but Merchant doesn't have any broken addon like her.
You don't need to play 3-gen for sure, but lock on is quite important part of her kit, so you can't simply ignore her drones.
info -> m1 killer only is not that big of a deal
chase -> it's not really that much better than already is
stealth -> it's useless on open maps
That's the beauty of making the obliviousness basekit. If survivors ignore the drone, they will be oblivious while Skull Merchant can get to them faster. Then they can choose to hack it, removing the oblivious, but instead giving her a longer lasting haste that only counts for 1 person.
Sure, her stealth isn't great on open maps, but she'd still get the speedboost of potentially multiple survivors if they just ignore the drones.
And I assure you, her chase would be massively stronger with the Strobes addon. Have you actually seen it in action? I've posted a video. It lets you catch up in a lot of loops.
@StickySlasher30 said:
Lock On isnt a problem, her 3-genning potential is. Info + Stealth arent that much of a threat
And the reason why her 3gen is strong is due to speed + Lock On. It forces survivors to work on gens injured, since they'll never be able to avoid becoming instadownable.
https://www.youtube.com/watch?v=DOGiSRprxNoTake a look at this video. The strobes are significant, and make many loops unsafe if used correctly. Obviously they also use the action speed addon, for faster pallet kicks and pickups and stuff.
I do agree her 3-gen is still a problem, but BHVR actually said they're working on a way to fix 3-gens. I'd personally like to see the ability to bring back another generator for repair, if you go through a lengthy action first, like charge up a station. So you'd have 4 gens to pick from, but only need to finish one of them.
Either way, I think it would be very interesting to experiment with these Skulle Merchant changes in a PTB at least.
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@pinky3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430787#Comment_3430787
yeah i will try to use that! thanks 😀 just thought it would be nice if dbd considered this issue so ppl dont hv to waste two perk slots for a perk that works only twice 🥲
Yeah, considering that Dead Hard is now niche, it would be cool to see it ignore Deep Wounds. But at the same time, then you could run Off the Record + Dead Hard and that would be disgusting. I don't know. It is what it is.
The devs did mention some anti camping changes some time back though. It'll be very interesting to see what they say about camping and tunneling if they address it during the anniversary stream. I'm stoked.
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@pinky3 said:
Since we can use dead hard after being unhooked, what if we are hit with the basekit bt? then we cannot use dh because it doesn’t work in deep wound :’(
This has happened to me a few times and i can’t use my dh because the killer hit me during the base kit bt 😭
can dbd consider this feedback and make it so dh works if you are hit during that time period of basekit bt?
Always been like that, right? Either way, yeah. For the average pub match, it's extremely effective to just hardtunnel someone straight off hook. Most teams really can't handle it at all. Oh well. You could equip Decisive Strike, that couples really well with Dead Hard because you can DH them after you DS them.
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I feel like if they removed the lullaby on Sadako she'd become an absolute noob stomper that relentlessly crushes noobs with no mercy. Almost like a better wraith. Like coxcombed Wraith but for free.
And I'm all for it. Just nerf her stupid condemned playstyle, then remove her lullaby and see what happens.
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I don't.
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@Dysstro said:
After playing for a few days on the steam deck I have to make a suggestion to make the game more enjoyable.
the game runs beautifully even with underclocking the system, and the screen is small enough medium settings go along way however skill checks are simply too small to play without alittle trouble. The option to increase the size of skillchecks would go a long way for the enjoyability of this game.
even for those of us that have smaller monitors on desktops or play on tvs
Good idea. There's already an option for UI scale and even skillcheck scale, so I'm sure it wouldn't be too hard for BHVR to code it so you could increase the skillcheck size past 100% up to say, 130%.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427324#Comment_3427324
I know, but I don't really care about killers dodging me, because they only see numbers and just think I have to be a god or something. I play this game for 4.5 years now and just have fun (most times).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427377#Comment_3427377
Players who just look at numbers don't get it. Prestige=/=skill. It just shows what your favourite character is. I bet some people don't even know that prestige is not used for matchmaking.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427911#Comment_3427911
I have 6k hrs. Some killers dodge me since I have half of that playtime. But I don't really care about it.
The reason I don't like dodging is because it messes with matchmaking, and BHVR have confirmed this. Lobbies where 5 players are initially grouped up together are supposedly higher quality than lobbies where there is backfill, the killer leaves and another killer takes their place, etc.
So anything that encourages dodging will theoretically cause lower quality matches. Also the whole dilemma of people being tunneled out due to their prestige, etc. I just think the game would be better off with it hidden until the scoreboard.
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Yeah, only having 2 Sprint Bursts per game and only after being unhooked sounds great.
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I say we hide all survivor prestiges from the killer in pre-game lobby by default. Even make it so survivors don't see other survivors prestige either unless you're queued with them. You couldn't see other peoples ranks before they reworked it into grades, or prestiges unless you were in a party with them. So why now?
I kind of get it when the system was fresh that BHVR wanted to show off the system, but we're accustomed to it now. Hide it from killer to improve killers dodging lobbies. Hiding it from survivors too would be good, since some survivors also dodge lobbies if they see low prestige survivors on their team.
The quality of matches decreases when people dodge lobbies, and I'm certain that visible prestige is big reason for many dodges.
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Definitely not. It's only top 30 most played games on Steam, and only has about 30k players playing on Steam at any given time. Counting other platforms, it's probably only a few hundred thousand people playing at any given time. Plus, it's a niche genre.
I think we can expect the playercount to hit 0 on all platforms before august if the anniversary chapter flops.
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Some say "have a build with a mix of slowdown to max all categories, etc", but that actually isn't the best way to get lots of BP.
Equip Distressing, Beast of Prey and Thrill of the Hunt, and whatever comfort perk you want. Ditch gen slowdown entirely. As you mention, it doesn't matter if the games are short, that's exactly what you want. As long as you're getting max Deviousness + Hunter, you'll have really good BP gains.
Lategame sacrifices aren't worth more than 700 BP unless gates are powered, so forget whether you're getting a 4k or a 0k, it's all about having the fastest games with the most BP per minute. Open gates whenever you have an opportunity for bonus Sacrifice points.
The best characters are ones that have no issue maxing their Deviousness, get into many chases, and can get multiple hits or free hits somehow, often through stealth or other methods. It doesn't matter if the game ends in 5 mins and they all escape if you got max Deviousness and Hunter, that's still tons of BP.
So here's a list of a few really good ones loosely ordered:
- Blight - Tons of chases, tons of hits, great deviousness gain
- Wesker - Similar to Blight
- Wraith - Stealth killer, easy Hunter and Brutality points with hit and run
- Nemesis - Extremely fast Deviousness gains, gets into lots of chases.
- Trickster - Very easy to max Deviousness, fast chases
- Sadako - Free hits + high Deviousness gains. 2200 Deviousness per hit with her BP addon.
- Bubba (With Speed Limiter) - Hits for 3400 Deviousness points, multihits for Brutality points near hook, etc.
- Clown - Can farm Deviousness in chase.
- Knight - Good BP gains in most categories, Distressing makes his Deviousness point gains pretty good.
Honorable mentions:
- Ghostface - Bonus BP in Brutality which is unique and good, very good Deviousness points, but often gets mediocre Hunter points thanks to instadowning and stealth
- Oni - Also gets bonus Brutality in his power, and good overall BP gains too.
- Nurse - Surprisingly awful Deviousness gains, remedied by often getting a 4k for easy 5000 Deviousness points. Sometimes simply ends games and chases too quickly to actually get any good BP lmao.
- Legion - Not bad at all, but if you're going for multihits you slow the game down a lot. Can hit people to go out of frenzy for some extra Brutality points, but gets surprisingly few Deviousness points unless survivors group together.
- Doctor - Sure he gets easy Deviousness points, but what else does he have? Not much. Not bad by any means, but not great either.
Probably too detailed of a post honestly, but I run BP boosters every game and play for BP and chase mostly, so I figured I'd weigh in.
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@HarlockTaliesin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419130#Comment_3419130
Self-Care is 35% of normal speed (35/100), not 35% slower (65/100). Before the latest nerf for it it was 50% and some people used to think that was "trash". If it were still 50% it'd be one of the most commonly ran perks today.
Post-nerf, medkits used on yourself take a 33% efficiency loss. Meaning if you use it on someone else you get 100% of its value (24/24 charges, or two heals to other survivors), but if you use it on yourself you get 67% of it's value (16.08/24 charges, or one heal to yourself). If the killer is running Sloppy Butcher, Overwhelming Presence, or an addon that causes Mangled (or Hemorrhage and you get interrupted while healing), there won't be enough charges for one self heal.
In some trials I've seen players bring a medkit in at the start while the end scoreboard shows them running Botany Knowledge (reduces medkit healing efficiency on both self and altruistic heals), and I can only assume their reading proficiency is just enough to be able to log into the game.
Botany + Medkit is still very viable, you just have to bring a bunch of total charge addons to get enough for healing yourself and someone else.
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Not happening. Competing with this game is hard cause the game has 7 years of content and tons of licenses, so it has far more content than any competitor could offer. There's no incentive to make drastic changes like DBD 2.
If a similar assym game came out and was just straight up better and more fun, it would still need a progression system good enough to compete with DBD.
So there really is no need to invest resources into remaking the whole game from scratch, though I'm sure it would have been good for game health. But so would a game health chapter.
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@Jejune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418545#Comment_3418545
50 second heal doesnt seem like a good choice
Self Care + Botany takes 30 seconds.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418358#Comment_3418358
Having bigger FOV sounds like a huge buff for me actually.
- Much easier and fasterto find hiding survivors.
- Much easier and faster to find scratch marks and pools of blood
- Easier to track Survivor's movement during chase
- Less chance for pallet/flashlight saves because you will more likely to spot other survivors nearby even during chase.
I am not sure if I am for or against it yet. I am just saying that it is decent killer buff.
If Shadowborn was a strong perk it would be top 10 used perks, but it isn't. It is popular, but NOT used often in the strongest builds because there are more powerful perks. Wanna hear something crazy? The most common Shadowborn build on Nightlight is Shadowborn with 0 other perks. Used purely for its accessibility. After that comes Lethsl and BBQ, often used by Blights and Billys for a casual build.
When it comes to spotting survs, often survivors hiding will hide outside of line of sight, aks completely covered behind an object, and they will approach a chase from an angle where they aren't spotted even with Shadowborn.
An FOV slider may be a buff, but it's a very small one, and a very welcome one.
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I'm too inconsistent at great skillchecks to get any value. I'll hit 5 in a row without an effort, next gen I'll hit less than half. I've tried itfor awhile but I just don't get any value.
If I found a way to make my great skillchecks consistent I'd run it.
Any real tips from any Hyperfocus gamers?

