OrangeBear
OrangeBear
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Comments
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666420#Comment_3666420
It’s entirely possible, but would definitely mean you’re more than likely playing all day.
Say the average match is 10 minutes give or take, x48 games that’s an equal 8 hours on the dot. Add in total queue times which I’ll even give a substantial 2 minutes on average to, that’s another 1.6 hours, 9.6 in total. Add in breaks if you want, you could boost it to probably 12 hours of your day to play 48 matches.
In my experience the average feels a lot longer than 10/12 minutes. I'd say games can sometimes last for around 15 minutes and then for me the queue time is usually about 3-5 minutes especially when there's no incentive and then the lobby and loading time is usually 1 minute each so 2 minutes combined. So i feel like it's more 20 minutes on average which would take about 16hrs. That seems unbelievable to me, especially if they are playing with friends, they'd have to not be interrupted for that time and no breaks.
Honestly, i think OP is exaggerating or lying about the stats somewhere.
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So in the last 24 hours i played 48 surv matches
I instantly doubt this. 48 matches of dbd in 24 hrs is an unbelievable amount, even if you played for all of those 24 hrs, which i doubt.
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Yeah like GentlemanFridge said it was apart of a BHVR anniversary stream where they revealed the contents for the Project W chapter for DBD. So i've been aware of it since announcement.
Unfortunately, i can't play it. My PC doesn't meet the requirements and it's not on console.
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It depends. 2k can be a desperate 2k with 6 hooks or it can be a 2k with 10 hooks
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Those are the only two survivor perks that make you scream.
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Fullscreen over windowed fullscreen makes the performance worse for me for some reason. EDIT : Nevermind looks like FSR is causing the problem.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658397#Comment_3658397
Maybe, but what do they want to rework about the twins, they can‘t really change too much.
They said in the alan wake livestream i think (or maybe somewhere else i don't remember) they want twins playstyle so not be based around slugging anymore. They also want victor to be less buggy.
I don't know exactly how but i bet they could achieve what they want.
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@jonifire said:
They said, they don‘t rework twins. They said, they will polish them and make them better to play.
It's gonna be a rework. For the hillbilly update they said they will make him "slightly less frustrating to play as". Look at how that went 😆
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In my opinion i think it should be basekit and then rework the add-on
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As far as i know monto has just gone off the radar. He came back for a short while in september 2022 after a hiatus but then he ghosted later that month. There's rumours about why but i'd prefer to stick to facts.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/406168/this-trailer-is-incredible
Holy Guacamoly! Thats a completely new level of awesome! I guess this will be time limited, eh? T_T T_T T_T
It's not said to be time limited but i don't feel like it will stay forever. Especially because it's cosmetic only
@Smoe said:
I fully expect this collab to be another 1 year deal only just like AOT was.
Same
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I would not to be honest. I like that people are free to choose whoever survivor they personally like instead of who they should play.
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@IlliterateGenocide said:
probs waiting to use it for some future chapter tease
This would be the best use of it in my opinion. This way, there would always be a reason to pay attention to it.
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It would be funny.
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I personally find it disturbing to look at, the design works for me, i like it.
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Thankfully, in the latest PTB, this has been addressed. Disable Copyrighted Music is now a separate option in audio.
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Yeah that's new. Old one would inflict haemorrhage on injured survivors who walk through trails, until fully healed.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654528#Comment_3654528
Also, you were right, the new map is in the Withered Isle realm.
Epic 😁
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At 0:58 you can hear she says "Mikaela?" 😮
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@Seraphor said:
As a double Calm Doctor, this sounds like a Nerf. I like my 72 meter terror radius.
72 meter terror radius? With both calm add-ons you only get a maximum of 46. I'm guessing you are including distressing and agitation and monitor and abuse.
Maybe the calm add-ons could stay the same but either way i would like to see the reliance on calm add-ons addressed because i think a lot of people rely on them based on what i see on twitch.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654428#Comment_3654428
I don't think it's Tyler. Tyler never even got close to one of the things, he was just a guy on a phone. If the survivor will be anyone from the teasers, my bet would be on Ryan (if he isn't secretly a mimic monster) since he already encountered and escaped one. But personally, I think it'll be a wholly unique character who hasn't been mentioned or seen thus far.
My biggest hope for the new killer is that they don't overexplain the lore. A spooky mysterious monster can remain a spooky mysterious monster. I don't want to know its personality or its tastes in anime, I just wanna know the scary stuff it does. I don't need anything more than "messed up freaky creepy thing in the woods that ate 20 people in a small Canadian town".
Sorry it looks like i remembered the first teaser wrong. I thought the character that the teaser is narrated by was called tyler, but upon re-looking they don't seem to be named at all.
Ryan is the one who made those drawings right? That would make a lot of sense to be the survivor i kinda forgot about them. I think it would be cool it reminds me of quentin.
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I think the killer might be similar to chucky gameplay. Undetectable with a dash sort of attack like we see in the tent teaser.
New survivor i think could be the character named "Tyler". They seem to be the only one who actually survived an encounter with the monster.
I think the new map will actually be in the "Withered Isle" realm, devs said one day a map will be added to that realm (it's garden of joy realm)
The map appears to be at least partly a movie theater.
Killer perks probably involve deception and making survivor afraid.
New survivor perks might be inspired by horror movies.
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I agree i hope they keep the buffs
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Same. Making his anti-loop feel more responsive and reliable could be a game changer for him.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652766#Comment_3652766
I find them fun because they allow her to have good pressure without having to rely on the boring slowdown meta. Now, they're going to be only really useful against new survivors that don't know that they need to get them off. Especially with her inablity to see the boxes herself anymore and an extra 3 minutes, survivors are pretty much guaranteed to get the traps off unless they don't even try.
I think useless is not a fair statement. Survivors will still be forced to deal with RBTs, wasting time, but they are making it difficult to extend that amount of time now and instead improving her stealth and anti-loop which will allow you to apply more pressure through getting downs faster instead.
I suppose it's a bit of a rework. So i can see it wouldn't be liked.
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@gatsby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652712#Comment_3652712
Killers like Myers and Onryo already have a small terror radius by default and Monitor and Abuse can still give Killers completely un-counterable stealth. Also the red stain hiding and inability to be aura read while undectable would remain.
Yeah but Wraith, Freddy, Pig, Ghost Face, Demogorgon, Dredge and Skull merchant have 32 meter terror radius.
And it invalidates stealth perks on every other killer too.
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Use counterweight so you can barely curve anymore xD
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@gatsby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652364#Comment_3652364
But finishing tasks in front of the Killer was one of the things old spine chill used to allow survivors to do when it had a long range and was easier to activate. So I'm trying to channel that into the rework. Maybe the numbers could be dialed back a bit but if they're too low it feels like it doesn't do anything. Maybe like 10/11/12%?
Okay i probably shouldn't have said that. It wasn't really the main point.
Main point is the ability to retain terror radius against stealth killers and perks is game ruining.
They nerfed original spine chill because of it allowed you to anticipate any killers approach from 36 meters but only if they were looking at you. That allowed for the awkward counterplay of killers looking where they aren't moving to counter it. But mainly it negatively impacted stealth killers the most, their power is a hidden approach and spine chill would reveal it. Only the vault speed boost was problematic, 6% extra on actions wasn't really that impactful.
This rework makes it completely nullify stealth powers and perks. 25% within 16 meters would feel unfair with how the maps are layed out. With 2 floor maps, buildings like coal tower and borgo and maps like hawkins where there is long walls in between generators.
But the main problem with the idea is that it brings back it's problem that was already addressed in a worse form. It does not take into account the past.
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@gatsby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652357#Comment_3652357
16 meters isn't actually that far its hag with monitor and abuse range. The reason its 16 meters is because that's the range where the Killer can hear generators, grunts of pain, healing noises so you'd likely only be able to use it if the Killer knew you were there and didn't interrupt you. Its unlikely you'd be able to get very many seconds of it being used for context toolboxes are +50% repair speed and this reworked spine chill might not even be active the entire match as long as some toolboxes last.
I know how far 16 meters is. It's onryo's TV distance. When there is walls in the way and multi floors and elevation like stairs it would come into effect fairly frequently. And it would also allow survivors to rush gens in front of the killer which isn't fun and it's something that they've attempted to address with the removal of gen tapping.
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This is extreme...
Nullifying killer power and perks is already too much. That's just game ruining
Then increasing action speeds by 25% if the killer is within 16 meters? That's overpowered and even more so on 2 floor maps.
Really not sure why you would look at spine chill's history and think this is reasonable
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651749#Comment_3651749
is this a fan website? 4 seconds 2can play was never a thing if i remember correctly 🤐
No it's the official website. Possibly 4 seconds two can play was a thing in development
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Wow, your dedication to skull merchant is unreal
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I believe bots can fail dead hard, but bots are constantly getting changed so it's hard to know.
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Also here's a theory from Otz about Doctor's low kill rate that i found really interesting
https://twitter.com/OtzdarvaYT/status/1758496785201295369And believable too. My first match as a survivor in this game was actually against a doctor bot (back in 2021)
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I also think killers that are sparing survivors are a big problem with the data too. The kill rate would be higher if they didn't or couldn't, but by how much?
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I wanted stbfl to lose tokens on special attacks because i didn't like that people would play demo and pig and just use them as save the best vessels. It wasn't fun to play against.
I do think the perk shouldn't lose stacks when trickster hits 1 knife or deathslinger lands a shot, though. The 4% reduction is probably fine it's basically to compensate for the base cooldown change in 6.1.0, and STBFL was a good perk before that anyway.
I am done using Hex : Ruin until they rework hexes or rework the perk. Fedup of constantly starting the game and ruin goes. Losing 1/4 perks is devastating.
I don't like the idea of grim embrace not working after a survivor dies. Killers shouldn't be punished for killing. If it needs a nerf i think there's a better way.
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I just found this on the games website
Says the perk effect is 4 seconds. This is probably old information. Interesting.
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People need to understand that when a noticable portion of the community and playerbase shame other players for losing, there's going to be a lot of people that fear it and avoid it as much as possible. Therefore they won't be interested in risking the match by only tunnelling at the last moment because why would you? If they escape they'll shame you. If you win they won't have that ground to stand on.
I think this goes for a lot of things in life.
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Always for skins. I buy all the chapters and then get all perks tier 3 with bloodpoints.
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Well it would kinda invalidate the point of the prestige system. It's supposed to show dedication to characters. If you could reset it then you could just put it on any character whenever you wanted to.
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The video teaser they posted today. I have never been so disturbed by anything dead by daylight related. I am amazed.
Hopefully it will be similar in game. If it moves in a unpredictable and quick way then it'll be great.
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It's still happening they tweeted about it before that Iron Maiden and Slipknot are still happening. It makes sense that they wouldn't happen at the same time, they've never released licensed content simultaneously.
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No overdrive (remove it)
Overdrive is fun idk why you would remove it. It perfectly distinguishes the new version of hillbilly from overheat billy. And this billy from original billy.
Doom engraving bass chainsaw sprint speed (so 20% of 9.2 m/s)
Doesn't seem necessary to me.
Revert back to all post 7.5.0 addons
Most old add-ons were linked to overheat. This wouldn't work. Plus his new add-on set except the ones related to overdrive decay is pretty solid. Old add-on set was quite bad.
Tune down Billy’s initial turn rate from 1sec to 0.87 sec
Again unnecessary, why tone it down? Why make it an uneven number?
These are clean, raw simple QOL changes that bring back the pre spirit and nostalgia feeling of Billy.
These are not quality of life changes. They are severe nerfs to the current hillbilly. Nostalgia feeling of billy? I don't understand what you mean at all.
he’s missing something of balance. I miss old Billy cause he was harder to play but was strong when you put in the time to learn the mechanical aspects about him, a bit gatekeepy?
So you like that he was a gatekeepy killer that was hard to play. He wasn't hard to play he was ridiculously unintuitive, that's just frustrating game design. Wanting a killer to be gatekeepy is not in the games best interests.
They should make every killer as accessible but unique as possible, for killer variety. That makes the game more enjoyable for both sides.
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I think it's because blight has restricted turn when rushing. You can't use his power in some loops (i know hug tech exists but it wasn't originally intended. McLean said he tried to prevent it from being possible when he was in development but it didn't work)So being 4.6m/s allows him to deal with those loops normally. Kinda like why they made trickster 4.6m/s. That's just what i think.
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Major problem of removing generators is that survivors who are not being chased by the killer have nothing to do.
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Honestly i think the idea of a basement where there's two ways in but one way out is interesting.
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649592#Comment_3649592
i really don't feel like this is the case. You can still use your chainsaw all the time.
the ´´high risnk´´ is because he´s a bit hard to use, peope will addapt to it again (i hope) (and he´s probably top 5 killer too)
Yeah i would agree i don't think he's easy. I have 2.5k hrs however i think hillbilly was garbage before the rework. I never played him. I got the hang of him very quickly with this update, but maybe my other killer experience helped with that idk.
Whatever happens i hope devs keep him a fun to play killer. Old hillbilly was very unintuitive, punishing and slow. I hope they don't go back to that.
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really high risk
i really don't feel like this is the case. You can still use your chainsaw all the time.
His map mobility is very strong, you can get to wherever you need to at any time very quickly. He can curve around a lot of structures much more easily now and chainsaw hits seem to be fairly common. The miss cooldown nerf i got used to quickly and it doesn't really feel impactful. After all it only means survivors get about a little less than 1.5 meters of extra distance.
Honestly i feel he is overpowered. I am having very high success rates as him and nightlight stats show he is at an average of 63% kill rate.
Unless survivors are able to adapt i feel like he is gonna get nerfed again in the future, unfortunately.
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I quickly got used to the new cooldown. Even without cooldown add-ons. The nerf doesn't really feel that impactful. The curve window buff is very helpful.
So to me it feels more like he got more buffed than nerfed.
To be completely honest he feels overpowered to play as. You can still very much use your chainsaw all the time. His map mobility is very strong, you can get to wherever you need to all the time very quickly. He is also very strong in chase, you can curve around a lot of common loops. You can catch up with a lot of survivors easily and chainsaw hits are pretty common.
So i feel like he will be nerfed again in the future. Either they will make his missed cooldown much more punishing (like everyone seems to want) or add some sort of mechanic to limit how often you can use your chainsaw (like bringing back overheat in some form.
I really hope this doesn't happen and that survivors will be able to deal with him a lot better with time but it's been 2 weeks and nothing has really changed in my experience and in the statistics (from nightlight) although i suppose that will take a lot longer to show
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@I_Tunnel said:
Apparently now 'going back to the hook' is 'scummy'.
You heard it here, Killers; Going back to where you know 2 Survivors are is scummy, and we should all stop doing it! Survivors deserve to freely heal directly under the hook! 😂
I mean, i agree but your name isn't really helping lol
