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Peppa_Pigsaw

Peppa_Pigsaw

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Peppa_Pigsaw
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  • Unknown was a killer that I dropped in the first week simply because of this. It is so incredibly frustrating seeing the ball bounce off a weakened survivor and then not have a chase power for several seconds and 9 times out of 10 the survivor gets their weakened status off. To me it always felt like Unknown was punished for a direct hit more than rewarded. It probably wouldn't be anywhere near as frustrating if I didn't also get an audio stinger from the game telling me "You got a direct hit but no injure. :)" that honestly frustrates me way more than the act of not getting an injury itself to be honest.

  • The problem is that you can't read INTENT when it comes to someone playing a map offering and that the map offering skewing the match in your favor goes both ways. Not just survivor, killer players do it as well. If someone wants to do the fall from a great height challenge, they could play a map offering to simply do that archive challenge OR it could be a swf abusing an unbalanced map to gain an advantage by specifically balancing their perk builds around that map. As the opposite player it is impossible to intuit exactly what the intent of a map offering was so most people assume the worst, IE you sent the opposite side to a map with the intent of giving them a disadvantage.

    Who's doing an archive challenge? Who's doing an achievement? Who's the killer that just wants a map that gives little counterplay to the survivors by choosing the map? Map design is a big point of contention for the community because of how horrible the map design has been and continues to be. Map offerings skewing the match in either side's favor is just objectively horrible for a game with competitive elements. Apply that same logic to any other game. If I booted up Smash brothers and could play an item to give me an additional stock against my opponent, that's just horrible. That's just unreasonable and unfair. BHVR has data on kill rates between matches, seeing the usage rates on map offerings if anything skews that even further since there are many times from personal experience that people have played for maps and those maps while horrible for most killers happen to be really good for mine.

    That skews the data itself. You just get skewed data from map offerings regardless of who plays it and why. Map offerings should instead remove the realm from map rotation imo. If I have a Billy daily and I don't want to play on an indoor map, I can play an offering to get rid of that realm so I don't have to play on a horrible map like Hawkins or Lerys for that killer. If I'm a survivor and I don't want to deal with Coldwind because that map is still incredibly hard to see on? I can play an offering to get rid of Coldwind.

    Map Offerings don't need to go inherently, but they are objectively very easily abused and should be reworked.

  • @Yoshirama said:

    Nah, Dracula only spam whis shapeshift to tunnel and proxy camp with hellfire. Deserved nerfs

    These nerfs literally encourage him playing like this. I don't think either of us want that.

  • Yeah I'm a really dedicated Dracula main (Prestige 41 and I literally spent hours going through every map to find things I could hit over/through) and tbh these changes don't make me want to use wolf form more, they make me not want to play Dracula period. When most of the meat and potatoes of what I enjoy about this killer is getting really skill expressive hellfire hits over objects that people don't expect, the fact I can now go for those shots less and when I end up missing them makes it even more punishing to miss. I can only imagine how much worse they feel as someone who doesn't log in JUST to play Dracula. I really hope the hellfire changes are reverted and Wolf form gets some much needed buffs. As the Wolf Form just still isn't worth it.

  • It's a combination of multiple things and various people have problems with any combination of said aspects.


    1. Her teasers painted a very different image than what we actually got. A lot of teasers very heavily leaned into the mechanical aspect of her character. Personally the teaser we got of the drone reminded me a lot of the movie "VIRUS". Very old movie about a machine that merges man with machine to create monstrosities. Very good film. This is partly on the fault of the community as we got the wrong idea. We had it in our minds that we were finally getting a cyborg or robot killer and instead we got...Skull Merchant. Also shoutout to the one teaser for Tools of Torment that was literally just one of the crates placed in Shelter Woods. That was really cool.
    2. Leading on from point 1, her design is genuinely terrible. It passes the silhouette check sure but it isn't a cohesive design at all. The mechanic's jumpsuit makes her look well like a mechanic. While the overly gaudy gasmask and clawed rings give a completely different impression of her character. These aspects just don't mesh well together and BHVR should have chosen one or the other. Thankfully her cosmetics are a lot better in this department as they play into her rabid anime fangirl personality that we get from the lore. Which speaking of.
    3. Her lore is bad. Laughably bad. This is me speaking entirely on her base lore and not the archive lore. I never fully read the archive lore so I can't speak on it. The fact that Adrianna becomes insanely rich at such a young age without having any knowledge of business, finance, or management is questionable at best. While her reasoning for killing being explained as "Dark Brazilian manga's" feels insulting. It reads like a bad fanfiction. I know most people could not care less about BHVR's attempts at character building and lore, but it's still a note worth mentioning as it was meme'd to hell and back when she initially was revealed on the PTB.
    4. The time frame. She dropped during a VERY heavy 3 gen meta and her power which effectively was "I love 3 gens" left a VERY sour taste in people's mouths. You have to keep in mind this is a killer that had a power so effective at holding people hostage that many would bring games down to a crawl until the server would shut down an hour later. I don't think I need to explain how this is both poorly designed and just not fun to play against. While she isn't like that currently thank god, she still isn't exactly the pinnacle of BHVR's design team either. She is a killer that has very little input as most of her abilities are passive and near non-existent mechanical skill. Nobody is going to watch a Skull Merchant place a drone and go "huh that was a good play". It's just someone at a keyboard pressing M2 or the console equivalent. It isn't fun to play as for most, while it's mind numbing to play against.
    5. Skull Merchant just attracts obnoxious players. Not all of them are terrible mind you, but the general consensus in the community is that Skull Merchant players just are some of the worst. They BM, they slug constantly, they try to hold the game hostage etc etc etc. This is all completely subjective, but it's worth noting it has been a reoccurring trend that people have experienced with this killer, so they associate that kind of behavior with her.

    There's likely more I am missing, but this is the main stuff that comes to mind off the top of my head.

  • It doesn't matter who's at the door, we're all losers on the internet up against a literal and in many cases supernaturally powered serial killer. We are all dead.

  • Go play Ghostface.

  • Honestly if I was able to hit survivors with the griddy as Wesker, I think I'd be a happy man. No clue why the rest of you are complaining. It would solve a lot of my issues with the game.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251867#Comment_3251867

    If 1st person games make them sick, maybe this game isnt for them. I suspect people claim accessibility as a argument winner, but in this case who wouldnt take more FOV. Motion sick and others alike would all enjoy more field of view because it grants an advantage.

    You conveniently overlook the second part of my post which allows for a way to grant more FOV at a balancing cost elsewhere.

    and you conveniently overlook the downside that having a larger FOV means the flashlight blind angle is larger.

  • It won't be nerfed because the community believes it takes "skill". You have to wait a couple of years until more and more people start abusing it again before BHVR looks at it again due to public outcry. Sorry man.

  • Not angry at it being Feng perse, more annoyed by the concept of cosplay skins like that in general. To me it just screams like a waste of time and effort on the dev team's end. Instead of giving Feng an outfit another character is getting, why not just give her something new instead? To me personally I look at it and I think "What does Feng have to do with Silent Hill or Resident Evil?" when I see the cosplay cosmetics. I'm not going to talk about the Felix cosmetic he got for Project W just because that's an entirely different conversation, as this specifically mentions Feng.

    If it was something like the AoT crossover, I don't mind it because that's probably the better way to go about a crossover like that in dbd. However when we have characters from that license already fully fleshed out and their own characters, I don't personally find the idea of them sharing cosmetics with the original survivors. Instead of Feng being given a Silent Hill cosmetic, it should have been Pyramid Head or hell, just make another Cheyrl cosmetic from Silent Hill. You know, ACTUAL, Silent Hill characters. Not taking the same outfit and slapping it onto another character that has literally nothing to do with that IP.

  • No idea, but I find it hilarious that people fight tooth and nail screaming that having a higher FOV is an advantage. Anyone that says it is either is ignorant of how FOV works or just flat out refuses to accept how it works.

    Base FOV in the game is 87. Shadowborn bumps it up to 102. Monitor and Abuse at it's highest level boosts it up to 97. We are talking a 10-15 degree increase just so a few people in the game don't suffer from motion sickness while playing. I myself am one of those people. I'm unable to play Nurse (what a travesty I know) without shadowborn because blinking gives me headaches and nausea. For other killers I feel the same problems, but I generally point Nurse out because she is the one I personally suffer the most on.

    A higher FOV means your brain sees more and has to process more information. Meaning that stationary targets are more likely to not to be correctly picked up by your brain. Even beyond that, while killers gain a supposed "advantage" from having an FOV very few people whenever this discussion is brought up will even begin to discuss that Shadowborn also comes with a downside.

    Shadowborn also increases the angle at which flashlights can blind you as a killer, meaning Survivors are more likely to get a save from wider/weirder angles. The wiki even states this and gives a visual example of the max angle for both instances. Which you can find at the bottom of the page. - https://deadbydaylight.fandom.com/wiki/Shadowborn

    If a killer REALLY wants every single advantage imaginable, I wager most of those players would likely not use a higher FOV simply because a good flashlight save can really make or break a match. But even beyond that, not giving other players an accessibility option just because Comp Wannabe #457891 needs his extra 15 degrees of FOV, is by far one of the weirdest things people in this community fight over by a long shot.

  • STBFL is fine. People way overestimate how much it does post attack CD buff.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201375#Comment_3201375

    I don't think anyone is denying that there are some cases where there is simulator sickness, but it doesn't mean that those who aren't suffering from it aren't using the perk to gain a FoV advantage they wouldn't have if they didn't have that perk slotted. Both make logical sense.

    I feel like you're neglecting the fact that a higher FOV makes the blind angle for flashlights a lot wider. The supposed "advantage" also comes with a downside.

  • @TheGentlemen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187195#Comment_3187195

    Yeah, I'm referring to old Dead Hard that allows you to go through traps. I know the new one doesn't. That's the whole point of my post, how can the new one be better/just as good as the old one with those factors?

    Especially since it could save you from any loop known to man practically.

    I think it still retains it's strength as a perk, it just requires different aspects of it to play out in your favor now. The example I gave at the pallet could in theory happen at any loop really. It just has a much smaller margin of error. The perk demands more input from its user, but I don't think that necessarily makes it weaker.

  • @TheGentlemen said:

    Dead Hard will always be a good perk for extending chase basically, but better than old 'for distance' dead hard that could save you at any loop, save you from trapper traps, save you from doctor shock, etc.?

    Don't know all about that. Even with the points you provided.

    Old dead hard allowed you to dash over trapper traps and could even negate doctor shocks if timed correctly. Not new dead hard, it doesn't have the i-frames the old version did.

  • Most Nemesis players are bad. Simple as that. He's on the easier side of things concerning killer so a bunch of bad players pick him up.

  • New Dead Hard is still insanely good, I'd argue it's even better in some circumstances. It just isn't mindless anymore.

  • I really don't. The only times I do is when the survivor did something I really respected, made me laugh, or I just felt sorry for them. If it's just a normal match I likely won't let them go.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166546#Comment_3166546

    Depends. Blight became really popular after he got several changes nearly back to back that put him in a much better spot.

    People will play Wesker if his issues get resolved and he ends up being a fun to play killer.

    I think Blight is fairly different of a beast. Blight was much the opposite, being nearly unplayable on PTB but instead was MOSTLY fine on launch. The main thing people really asked about for Blight if memory serves was his FOV being a lot better. I think quite a few of us remember Goblin mode Blight.

    Wesker was somewhat functional on PTB but now is completely nonfunctional on Live. There is a distinct difference in that. People expect PTB content to be a bit busted, live releases are another story entirely.

  • Basekit BT is a completely fine addition to the game because of how bad camping and tunneling is. The only thing I'd change about it is make a person lose collision during the duration, to prevent people body blocking it when you're trying to go for someone else.

  • @RinsDoormat said:

    Fixing 'slightly' makes me think they will increase it too little then call it 'fixed' and no further changes ever. Will be pretty funny after their 'slight' reduction from PTB destroyed him.

    I'm just hopeful that Wesker doesn't suffer from the same fate that Pyramid Head and Nemesis got.


    A few changes their first year and then have literally never been touched ever again. (Outside of bug fixes.)

  • Welcome to the dbd community my friend. People's egos are massive.

  • Would love to see a 2018 Myers cosmetic, the new hellraiser I personally don't have an interest in because I haven't been impressed by what I've seen.

  • First impressions is drastically important for a lot of people. In fact when it comes to games there was some sort of study that showed that about twoish hours into a game, if you aren't hooked, most people stop playing. I imagine for Wesker it's exactly that. He hit PTB, was praised and spread around as being this very strong or at least solid killer. Launch day arrives and most people are in uproar about his bugs and how bad he feels to play.

    A lot of people played him launch day, said "wow this feels awful" and now it's likely that Wesker will become a lesser played killer even when he inevitably gets changed.

  • People don't like playing her because of how frustrating she is. Outside of the obvious aspects of her kit that are extremely weak or outdated, Pig has a very unique feeling of terrible when playing. As Pig you can pour all this time into learning her ambush to effectively dash around tiles, only to never get use out of it in a match or series of matches. No other killer has this problem. Trapper will usually get a cheeky trap or two if they know what they're doing, most of the roster is able to get reliable use out of their power or has tricks they can utilize to outplay opponents.

    Pig doesn't. No matter how much you know about her dash, people understand that if you abandon the tile when she crouches, she is forced to uncrouch and then chase as a normal M1 killer.

    Pig is a running gag in the community for a reason. The only people that needs to play her, is the dev team so hopefully they can give her the basekit changes she needs so the phrase "pig main" isn't instantly met with pity.

  • @Pyrosorc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159783#Comment_3159783

    His dash is the range of a nurse teleport, but he doesnt have to land it on you, he can just auto hit you anywhere along the line. He also gets charges back as quickly. Nurse only has an advantage of being able to go through walls.

    In addition to being basically as powerful as nurse, he's a 4.6 killer, he's effectively a stealth killer because his terror radius is so huge that it's impossible to tell where he is (though newer teammates just hide the entire time), and has insta down and pickup potential that adds a new side objective for survivors.

    Fun to play agianst score: 1/10

    Quality bait m8 I r8 an 8/8.

  • @Pyrosorc said:

    https://forum.deadbydaylight.com/en/discussion/343696/wesker

    No. Wesker is horrendously overpowered, the last thing he needs is making even easier to hit with.

    How is he overpowered exactly?

  • I personally don't mesh well with a few killers without Shadowborn. Billy, Nurse, Blight, and Oni are the worst ones for me. I don't know what causes it or why, but I get really bad headaches or nausea when I play them without it. I've wanted an FOV slider for literal years now but everytime you bring it up you always get shot down by people saying you just want an advantage.


    (But they also don't realize that having a higher FOV makes it easier to blind you because there's a wider blind angle, ironic how nobody brings that up)

  • The red circle indicates they are fully infected. At that point you can effectively instantly down them if you hit them with a bound attack.

  • Personally I'm of the opinion that right now he is suffering immensely. He has one of the longest (if not the longest) windup in the entire game on top of moving incredibly slow while charging. His power is extremely buggy still and his hitboxes just aren't as consistent as they should be.

    He 100% has the potential to be incredibly fun and strong but the main thing that's hurting him right now is those hitboxes and his bugs. Hopefully they address that along with other parts of his kit.

  • @Emeal said:

    They are gonna refer you to the technical forum: https://forum.deadbydaylight.com/en/categories/technical-issues

    I suggest you make a post there and give the good people there as much info as possible, about the error.

    Thanks.

  • The problem is, dead by daylight isnt inherently skillful. The games RNG and things as simple as getting a bad tile setup for your killer can easily cost you the match. On top of the w key and predrop meta being in full force, survivors that want to win will do so in that way. The game is a party game with competitive elements. If things like maps and the meta were fixed and made to not be just objectively bad then I personally wouldn't mind SBMM being added.


    But it's not and BHVR is never going to listen to their community about it.

  • Id say it's the lack of proper optimization.


    Sorry console gamers, BHVR STILL has not fixed your issues yet.

  • Now that it's an actual anti tunnel tool, it could honestly use a few buffs imo. Maybe activate after every unhook so you can waste more of the killers time if they're HARD tunneling you.

  • I'd say the most faithful is probably either Demo or Nemesis.


    Least faithful is Freddy.

  • Nemesis or Pyramid Head for killer, I'd know they would be sets but I wish both of my mains would get some love.


    For survivor, I'd appreciate another Jeff or Cheryl cosmetic. Since they're my mains on the survivor side.


    My bias is probably showing huh

  • Delete one map? Tough one, I'm torn between Dead Dawg or Haddonfield because by golly do I despise those maps with a fiery passion. I wish I could delete an entire realm before then I'd do everyone a favor and just remove Corn entirely. ######### corn.


    One chapter? Nightmare on Elmstreet. Quentin I love you but I will gladly give you up if it means I don't have to see post rework Freddy anymore. I'd happily retract that if I got Old Freddy back and then I'd switch to Shattered Bloodline (Spirit/Adam).


    One perk? Dead Hard. No explanation needed.


    One game mechanic? Keys. Also does not need an explanation.

  • I have a friend who really wants Springtrap in the game and while I'm not an avid FNAF fan I could see it working. From a lore perspective about how The Entity takes people who commit serious acts of violence and the Entity would 100% consider William Afton. The man was a psychopath who murdered children, not to mention from a thematical and appearance standpoint, Springtrap would fit into the game pretty well.


    It's a rotting corpse inside an old and broken robotic spring lock suit. Springtrap looks more like a horror character than Legion or Trickster. The only problem I can see with Springtrap is what would his power be? I have no clue, I've seen a lot of fan ideas, some are really interesting, while others are just.....really bad. No offense to the fan chapter showcase guys, they're amazingly talented, but their power and perk ideas are really....weak. They either look like they're very watered down and basic or they don't fit the character they're trying to represent at all.


    All in all, I'm certain it would work and there could be a lot of neat character elements they could fit into Springtrap as a killer, like imagine after he does certain actions you hear the sounds of metal creaking and the springlocks jamming into his skin, along with the sounds of bones breaking. They could do a lot of really brutal and unique things regarding him as a character.


    Could be a fun chapter, but I think execution is the most important thing here.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2328922#Comment_2328922

    Calm your blind criticism that's glossing over "but I can't get adjustments to things past the Lead Designer". It's a team effort and regardless he is not the final say.

    Though I wonder if Unnerving Presence still effects Snap Out of it.

    So hows that boot taste?

  • @Almo said:

    No, that was completely not what happened. I know people like to think that, but I can't get adjustments to things past the Lead Designer if I don't have valid justifications for them. I don't just get to change whatever I want. :) That perk's effect was changed only to affect certain skill checks as a means of normalizing the design and making it more maintainable. If it affected every skill check, then in the future every time we add a skill check effect to something, we have to worry about how that perk would affect it.

    And if I recall correctly (this was quite a while ago now), that change would not have made any difference to that string of (however many) checks I missed since those were generator repair checks. I would still have missed them after the update. :D

    https://youtu.be/g28KozjF0AI?t=128


    "One day Huntress Lullaby is not going to effect every skill check."


    No, I'm sorry you remember incorrectly. You were not working on a generator, you were trying to snap out of it and then subsequently missed multiple madness skill checks. After missing one and then dropping a pallet, you then proceeded to make the above statement. Furthermore your claim afterwards that if we read the description for Huntress Lullaby it was only supposed to effect healing and gen repair skill checks. Which is ALSO not true, considering in the current version of the game the perk still reads as follows.


    "A Hex rooting its power in despair.

    Your hunt is an irresistible song of dread which muddles your prey's attention.

    Survivors receive a 2/4/6 % Regression penalty on Failed Skill Checks.

     for Repair and Healing actions.

    Hex: Huntress Lullaby grows in power each time you hook a Survivor, gaining 1 Token, and affecting Repair and Healing Skill Checks:

    • 1 Token: shortens the time between the Warning sound and the Skill Check by -14 %.
    • 2 Tokens: shortens the time between the Warning sound and the Skill Check by -28 %.
    • 3 Tokens: shortens the time between the Warning sound and the Skill Check by -42 %.
    • 4 Tokens: shortens the time between the Warning sound and the Skill Check by -56 %.
    • 5 Tokens: disables the Warning sound.

    The Hex effects persist as long as the related Hex Totem is standing."

    While this may be true in the current sense of the game, the previous versions of this perk in the game BEFORE this change did not list that.

    Meaning not only was that statement completely wrong, your statement here regarding the change I also find to be...completely and utterly wrong. Furthermore if memory serves, saying that worrying about killer's having powers that revolve around skill checks I find to be rather comical. Considering as memory serves, Lullaby never effected Pig's Jigsaw boxes, even before the change. Even if I am mistaken, that statement is a pretty poor example of Game Design. Perks in the game that allow killer's unique synergy regarding their powers and the players that use them promotes creative gameplay.


    Franklin's was changed because you were not able to change it to where it didn't effect vaccines. Think about it, if the recent Franklin's change hadn't been made, Nemesis players could use one of their 4 perk slots in order to achieve something creative regarding how their power effects the survivors and their environment. Survivor's aware of a Nemesis could have simply left the vaccine in the box, or used it immediately. Such a thing would promote player choice.


    But I'm getting off topic, the point is, as a "Lead Designer" which we have seen time and time again, many of the decisions you allow to go through in the game directly hurts the game's health because you as the developer do not even understand how this game functions.

  • You got two more little onion rings floating around inside the big onion ring tho :<


    We're trying we promise!


    /s

  • Yes.


    Happy anniversary.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2322611#Comment_2322611

    Then this was what happened to me probably. And yeah i know selling the default head in the outfit was a greedy move from them. But it is that or not having the outfit with the change they did to skins.

    But well now that i have been refunded again i think ill wait, maybe they release Ada as a legendary in the future, i just hope she doesn't look like crap like Claire legendary lol.

    Tbf they could have charged less considering the head is...literally the exact same.


    But corporate greed go brrrrt

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2322631#Comment_2322631

    nah they had to disable maps because they screwed them up

    Oh yeah, I forgot about that, nevermind then lmao

  • Last mid patch was pretty solid. Not counting that uh....I don't remember.

  • Really goes to show how much they care when they can't even celebrate their own anniversary right

  • This happened to me as well, on launch day I bought the sets for Leon and Jill (minus the hair because Im not buying her default hair again you're out of your mind) before they became sets. Shortly after the bug fix where they killed mix and matched sets I lost both of those cosmetics and had them fully refunded to me.


    I never submitted or asked for a refund however.

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