Phasmamain
Phasmamain
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- Phasmamain
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3280433#Comment_3280433
I think at this point, with the whole p2p system changed to server sided, etc. It would be better to launch DbD2, transfer all progress/unlocks/licenses to the new clean game and start from there. We already have the basis for a relatively smooth ride. Since we can connect the accounts to bhvr accounts.
Now the question is, if the numbers add up for bhvr to make such a move.
Agreed. It would be a pretty monumental undertaking though and would probably cause a content drought for dbd itself (Think what happened with OW2)
I’d love to see dbd transferred to a more stable system though
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Dbd mobile is made by a separate developer hence the differences
As for replays the game would basically have to be built from the ground up to support it. No really feasible with 6 years worth of spaghetti code.
The blood web is fine just needs to be faster to complete imo
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3280145#Comment_3280145
Survivor add ons are fantastic. They can add charges to medkits, silence sabotage efforts, and spot a killer aura while looping!
Those are the good ones
What about flashlight accuracy? What about instructions for toolboxes? Exit gate tracking for maps?
There are some awful survivor add- ons
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280379#Comment_3280379
You could have it so Carnifex goes after gens and pallets in his radius instead of survivors. That way you can drop him in an area you want and leave him to work, instead of having to draw a line then press confirm.
I’d rather he chase since his Chase duration is longer than assassin and jailer. He’s generally the best of the 3 for most situations
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@ratatatatouille said:
I agree. I'm not colorblind but it can be confusing and annoying. I appreciate Detective's Hunch having the totems and chests be pink, so they stand out more. Also those two things are very differently shaped. Kindred is good for that too, with the killer being pink and the survivors being yellow.
Its the same with killer and gens and surv auras being the same. I usually run into it with BBQ & Chili but I imagine other aura reading perks have similar issues. Also hooks being the same color as gens, can make it hard to distinguish if you're just having a look around while carrying a survivor. I know these are rare/only a few perk type situations but its ubiquitous enough that it probably wouldn't hurt to change.
Its not a high priority thing but it does feel like a qol thing that would be nice to have changed.
The whole gen and survivor aura’s being the same seems intentional. Hiding behind gens is one of the main counters to such perks
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Still waiting for leprechaun and clock tower
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Yeah it’s basically always survivor for me until very late at night when I usually go offline anyway. Not that I’m complaining since I play more survivor though
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Tbh they already are killswitched judging by how many play them
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He should be able to do a quick action for breaking pallets and gens imo instead of doing the whole ability
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Catch up mechanics are very volatile in any PvP game. No need for them in DBD imo
If you play bad as killer or survivor you should be punished for your mistakes. It would make the game feel less skill based and unrewarding. Blood lust is a catch up mechanic and feels awful to p,any against since it just gives the killer a down after a set amount of time
Not like it’s op or anything just annoying
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3279979#Comment_3279979
Clown is actually fun as hell to play though. The laugh, you can end chases pretty fast, you can see his belly, you can be toxic as hell and facecamp with pinky finger, he offers a little something for everyone. Knight is boring as hell in comparison
Agreed that clown is fun. He’s simple but has a surprising amount of depth. Knight is fun to me atm but I’d say he’ll wear out his welcome soon
Plus he’s visually uninteresting to me. Never been big on medieval stuff
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I find him fun personally but I’ve mained clown for 3 years so I’m not a good voice for the communities feelings
Fact is spirit, blight and nurse are strong and super fun to play as. Knight has a pretty low skill floor, A simple gameplay loop and he’s very weak. All good reasons to not want to play him
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3279450#Comment_3279450
Here you go, it cant be countered by anything but lightborn or a wall next to the downed survivor, so either you are straight up lying or dont know the game mechanics as well as you make it sound - https://youtu.be/SVME94nVjxo?t=274
Of course it has no counterplay if you just pick up in the open when you know there are flashlights in the lobby. This doesn’t prove anything except that a killer who misplays will be punished as they should be. This doesn’t prove they have “no counterplay” because you literally mention the counterplay in the comment.
I seriously don’t understand the point you’re trying to make here. It’s like saying bubba has no counterplay if there are no windows or pallets in the area. I mean it’s technically true but you getting into that situation is a misplay
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3279452#Comment_3279452
And then Spirit will be the next too strong killer, even with yellow addons she will trash almost everyone if the spirit players knows what he is doing, and she is even easier than nurse...
I think currently Nurse has a form of unique counterplay that is breaking line of sight making some structures stronger that are useless against most killers, and I like that and would like to preserve it as much as possible... The problem over all with really strong killers is that when someone has actually mastered that killer he will just roll over people in normal matchmaking.. No matter if it is Artist or Spirit or Blight or Nurse... And I would rather have it be Nurse, where I have a unique form of counterplay than Artist where I just hold W....
What form of rework would you even want? I don't see a good way to change her power and if we give her a completely new power we could as well just make a new killer...
Also elaborate further on what you think are the core issues? Because I thought it is mostly about range addons and exposed perks... And the huge difference strenght wise between the worst and the best killer.
The problem is I don’t see a way to make her current “phase through all objects to get a hit” power work. Only real way would be to lock it behind a charge up like plague or Oni.
Her unique counterplay is entirely map dependent as well. Get shelter woods or blood lodge and you’re #########
Nurse’s power is the only one that actually breaks fundamental game elements. Even at that she requires less skill than killers like blight to reach the skill ceiling
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Nice ideas but they don’t fix the core issues of her power. Only a full rework could tbh
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3279372#Comment_3279372
If the killer cant get any hooks, that gotta be stronger than medkits.
The occasional flashy save isn’t comparable to destroying a killers pressure and healing at more than twice the efficiency
medkits also come with no inherent risk and are very useful against all but 2 killers.
They also can’t be completely countered by a perk if the killer so chooses.
If a killer is seriously not getting any hooks due to flashlight it’s a skill issue. Medkits can’t be countered and turned into an advantage in the same way flashlights can
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3279392#Comment_3279392
Ah yes, throw the game for your own entertainment
In a game like DBD winning doesn’t matter tbh. I’d rather have a fun game doing stuff like that then just holding m1 for 4 minutes and leaving with minimal killer interaction
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You’re only real objective as killer is to hook and kill survivors. Obviously defending gens too but in that case survivors have to unhook
Survivor is easier but has only gotten harder as time went on. Solo queue is in its hardest state at the moment and is the reason a lot of new players leave
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A lot of these squads just enjoy seeing what they can pull off in a match. Things like sabo in the killers face or bodyblocking are just fun to pull off tbh and even if they don’t work it beats just holding m1 on a gen to me
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3279222#Comment_3279222
oh so thats why most of the SWF groups run with them.... now it all makes sense.
Most SWF’s run them because it’s fun to save your friends and people enjoy making bad killers rage.
4 Medkits is by far the strongest at the moment
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As a top 0.1% MMR player I disagree profusely. This game is sided towards whichever side I’m playing against and it’s never my fault when I lose
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The map looks like a deep fried meme. Genuinely gives me a headache
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3279222#Comment_3279222
No they we're not the weakest,they we're high risk high reward,now they are no risk,high reward,because you can blind the killer from the silliest angles and still get the save,I was literally facing the wall and I still got blinded because the survivor got 1 frame right.
How are they in any way stronger than medkits and toolboxes, even blood amber keys and crystal bead maps are way stronger
Flashlights now have a chance to be used and still give the killer opportunity to counterplay. In fact a flashlight misplay can easily cost the survivors a match so they are still super high risk
They are easier to use but carry the same risk
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@Veinslay said:
He's terrible. Worst killer in the game. Trapper is better
How so? Trapper has to set up early game and struggles even harder to counter loops now that traps are hard to hide on new maps.
Even then a good SWF can just disable his power
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Flashlights were the weakest items in the game and the killer has to misplay in order for them to even be effective
The buffer is great for newer players and good for higher latency matches where pulling off a save is way harder
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Solo queue can be fun when you don’t worry about winning or losing. Try out some fun builds and focus on doing archive challenges
That’s what has kept me sane for 2000 hours of solo queue
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@Wampirita said:
Leons, just Leons. That kind that shares one braincell across every Leon player. They have no thoughts behind their gameplay choices, make poor decisions, but they're so incredibly cute when doing so, that many killers get amused by them too.
They do remind you that it's really just a game, no need to tryhard and the "no thoughts, head empty" brings a smile to many faces
Leon’s are consistently the worst players tbh. Still have yet to meet a skilled Leon
Bill players are a close second though
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@Katzengott said:
Survs doing dull totems for archives (i guess).
Wasting time, not even having Inner Healing or any cleansing perk / map, to at least prevent NOED.
Gotta get the 1000 boldness points man
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Flashlight megs who try to blind the back of the killer’s head and who try to flashlight you when you’re walking at them
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Yeah it feels similar to twins except way worse since you place guards a lot more often and need to place them in tight spots to be useful
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They’d have to refund every cosmetic purchase and upset a lot of players removing her. Just rework her tbh
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Distortion has been a staple since the meta overhaul for me. Nowhere to hide just gives me a better opportunity to run away after they kick it
It’s fine imo
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It’s kinda meant to be terrible. I’d love if it removed collision with the saw on objects to allow for movement similar to Oni
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surely you would need 2 killers to balance this somewhat right?
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I’ve just came back and am having fun. Chapter is buggy but none have overly affected me
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I'd be cool with this as someone who loves cosmetics. So long as they aren't too biased with who gets cosmetics
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3274517#Comment_3274517
No its not,there's also extra junk spawning on it that makes infinite loops,this map is literally the most unbalanced map in the game for killers.
Again it still isn't a gamebreaking issue. The map can still be played and there are no issues causing the match to not be playable
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I used to main jane until haddie came out. She's my new main now
Jeff is also my 3rd most played. Love all 3 of them
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This would be great to have especially for event offerings like cakes
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Having a setting that is a basic feature in most games pit behind a perk is ridicolous. Let's hope they take feedback on this
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277392#Comment_3277392
How? If the killer doesn't want you to keep benefitting from those perks, they have to snuff it. But if they do that's a time waste because it goes back up again somewhere else. Killer doesn't have enough time even with these proposed buffs to snuff 5 boon totems.
But the problem is the effects are too weak to warrant the risk. Exponential and especially shadow step don’t do enough to warrant being a 1 time use. Hell even shadow step is super niche
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We’d need to buff the other 3 boons to compensate for 1 use totems. Otherwise exponential and dark theory would be a waste of time
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3277180#Comment_3277180
Switching from unfinished to unpolished feels like you are just jumping from a word once I press you to demonstrate.
I applaud you accepting killers wont be bug free on release, I see loads of people on here talking like even a single bug is too much.
I wont ask you to demonstrate 'unpolishedness' because its just another word for bug free at this point.
How many bugs to you is enough to say, nah we must delay this killer? and also how do you know bHVR knew about those bugs before the PTB?
it depends on the severity of the bugs in question. for example any bug that disables your power for the whole match should be worthy of a delay imo
Numbers do matter but small bugs like minor audio and visual issues arent too bad.
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As if I needed another reason to hate this map
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Object of obsession fills the same niche as distortion imo which is identifying aura perks. Problem is distortion just does that better since you don’t put yourself at risk.
OoO is only useful in really niche scenarios and even then I’d just run any other info aura perk especially alert or fog wise
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3277150#Comment_3277150
Playing as her helps with understanding how she works. What she can and can´t do. How to make use of her fatigue, where she is forced to count the floor tiles.
It would also help people understand, that she isn´t a "ez 4k killer" as so many people claim.
While she isn’t insanely easy she’s the easiest way to get consistent 4k’s due to her strength and pretty low skill ceiling. Once over the pretty steep skill floor anyway
A mediocre nurse can be carried by perks as well since some perks are exponentially stronger on her such as starstruck + agitation or retribution
While I agree that fighting her helps understand that understanding only gets you so far before the nurse player can just win especially o
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@CrowVortex said:
https://forum.deadbydaylight.com/en/discussion/comment/3277163#Comment_3277163
So damaging and explode are different generator mechanics wise then, they still ought to change the wording to kick. XD
They really should tbh but since some killer technically don’t kick gens and the actual action being called damage in game it makes sense to say that
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277163#Comment_3277163
"Damaging" as terminology is not limited to kicking though. The same term is used for challenges that involve gens and Jolt works fine on those.
Edit: Please note that I don't think Jolt should work with Nowhere to Hide. That would be a bit on the busted side. I'd just like better wording.
Challenge terminology seems a bit different. In regards to perks “damage” always specifically means kicks while “regressing” just means any regressing gens (Like surveillance for example)
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3277154#Comment_3277154
Yeah that's your assumption, but any programmer would tell you an answer wont magically appear if you just put in time. It isnt always the case that time = results. Sometimes having over 100 000 users play a product is better at finding an issue than most QA teams.
You guys are just assuming the resulting product is caused by rushed development.
I would not call Knight unfinished, clearly the bugs only appear once you scale up the play.
Maybe not unfinished but should a killer even be released if he’s this buggy? Obviously some will seep through but some of this stuff was literally on the test server and found by players
I’m not expecting a bug free killer (none are anyway) but what we got wasn’t exactly polished
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Don’t