ReikoMori
ReikoMori
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- ReikoMori
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It would be nice as long as they weren't linked sets and could be gotten directly. From what I understand though, the Netease cosmetics are basically off the table for regular dbd as they are owned by Netease rather than BHVR? Also, I don't know if the skins would look as good in desktop dbd due to the generally lackluster graphics we're working with. DBD mobile by and large is made in a much newer engine it seems.
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@ili said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427067#Comment_3427067
it's just a suggestion man.
Folks be asking for this like every day, and it's just like why? He wasn't good not that current Freddy is good, but at least he's playing the game rather dumpstering people are new because his mechanics made no sense and getting absolutely deleted from the game by skilled players because his power was put people to sleep so he can just do what? Be an average m1 killer. The best thing about him was his absolutely insane ability to grind the game to a halt through passively making gens take forever with the right addons and old ruin.
Now most of the stuff that form of him relied on is gone and wouldn't synergize well with the stuff available now so he would be less than nothing. It boggles my mind why folks want the worst possible version of this one killer so bad. Like I kinda get with people who weren't playing back then, but watched the old youtube videos people just grinding the game to standstill. Yet, somehow they miss the videos of Freddy getting bullied into the grave by coordinated teams not even swfs just coordinated pubs with enough to understand he can't hurt you if y'all constantly keep each other awake.
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@Skill_issue said:
for killers hitting survivors on the hook...no purpose but to bully the hooked survivor
for survivors being able to tbag the killer...no purpose but to bully the killer (which is made even worse after a sweaty game)
no purpose in the game but to antagonize the other person...are their any others i am missing? flashlight macro clicking was removed because it was used as to antagonize the killer so why are these other aspects still allowed in the game?
what does the community think/feel about having these aspects still in the game?
The removed moved flicking because it was a photo sensitivity issue more than anything and the fact they hyper speed spamming of flashlights could cause games to crash.
Hitting people on hook serves no purpose but it also doesn't break the rules of the and doesn't hurt anyone. Same as teabagging, things that are socially annoying aren't really worth spending the time to engineer a solution to if it is just generally people being weird.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426647#Comment_3426647
I think that idea was intended for the last survivor and also I don't think anyone really liked that idea anyway.
I look at the situation as the killer won if they decide to hook you, but if they simply refuse to do anything at that point the survivors should be able to get another chance. Killers shouldn't be rewarded when they refuse to play the game after everyone is down. There is no need to waste people's time because someone gets a kick out of doing nothing while the survivors are left on the ground until a progress bar depletes all the way.
I've literally been asking them to work Moris into the normal gameplay loop for at least 3 years.
Finisher mori not only solves a functional problem if implemented well it just gives a reason to even have mori animations in the first place. Like I'm not burning a mori offering just to watch people DC or trying to bet on devour hope surviving longer than a minute.
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@[Deleted User] said:
It's straight up not ok. I don't know why it happens or if it's intentional, but I've stopped playing solo queue because of it. I'm not going to sit here and waste my time going against a killer playing like it's the grand final of a tourney with one or two random teammates who have 1/20th of my hours and don't seem to have their controllers plugged in. I'll stick to a 4 man SWF of good players.
The game isn't fun when you lose from the lobby, and that's often the case with the queue times above all else matchmaking we currently have. It's honestly a plague in every PVP game right now. Developers need to get away from this constant engagement crap and let players wait a minute for a better match.
To a degree it is intentional.
The game is trying to match you up with killers and survivors of similar MMR range, but if there aren't any in your range then it expands. MMR also in this game just does not work as a good reflection of player skill. The games are too varied and rng laden to really make sense like that. It is better to consider it as a show of how much someone is vaguely successful at best. I'm willing to bet that most players have a relatively high MMR that in no way is related to their actual skill level. It doesn't seem to really even out until you're in the highest of high end or lowest of low end, but even then people with extremely high MMR are almost guaranteed to be matchmade with people lower than them because there are just less people grinding to that level.
@I_am_Negan said:
Escapes and kills should not be how players move up in this MMR that's the problem.
Campers and locker hiding is being rewarded. Do nothing all match and you're the better player.
As they explained in a previous live stream outside of kills and escapes no other data points found in dbd really serve well to determine MMR. We sort of have to face the fact the game does not know how to distinguish what we perceive as being "skilled" and the things we use to determine that are extremely subjective or generally just not quantifiable in a hard mechanical sense. The game can't tell the different between strategic proxy camping and face camping, farming vs comp level play, or the different between someone good at loops or bad at loops. Gen repair is the actual objective for survivors and the only thing that really matters to the game is did you do them or not and did you escape or not. For killers it's only looking at did people die and it doesn't really account for how outside of bp scoring events and emblems(which are also bad in their own ways).
@Nazzzak said:
Honestly, I think the average DBD player is just not very good at the game. Even if SBMM were more strict, the pool of bad players is bigger than the pool of decent players. I feel like there's always gonna be one or two on the team.
You are probably quite correct in this regard. DBD has never really been sold as a hyper competitive skill based game and there isn't a huge benefit to sinking the amount of time energy it takes to get what people universally consider "good" in dbd. Most players tend to play this game very casually and it is one of the few games where skills from other games don't transfer over very well. So the general skill level is probably substantially lower than a lot of people think it should be. I would blame this perception on things like having a "Ranking", but not having a "Ranked" play mode. I think it creates a lot of misgivings about the nature of the game and player skill.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/375341/leatherface-needs-a-camping-nerf
You know I proposed a way to fix this ages ago....Make the hook poles have collision for his chainsaw.
If a LF camps you just run around the hook pole and he will tantrum.
The fix they should have done for billy was make the overheat only be a thing if you are within 16m of a survivor on the hook.
Even if he tantrums you still risk getting downed so you can't make the save before he comes out of tantrum. So that just isn't a fix.
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@GhoulNative said:
This situation happens a lot to me,
The killer allows for YOU to escape, he opens the gate for you and is not killing you, however he hates one of your teammates guts and hooks them, m1 hits them and nods. When you get close and attempt to rescue them, the killer signals not to save them (Will most likely kill you too if you try) Would you
1) Attempt to save them
2) Escape and take the win
And what made you pick your choice?
At the end of the game if the entire remaining team isn't gonna try and make the save with me then I'm just leaving.
It just isn't worth the risk unless at least three people attempt to make a save at that stage in the game. If the killer is beating on the hooked person it has nothing to do with me, that is a problem for them to work out.
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@LibidinousPsyche said:
I feel some of us are grown adults and would like to be able to type or see what others type and not have a filter put on it. We should at least have an option to enable or disable, but you can have it enabled by default to filter....
It's honestly way better if folks in this community aren't even given the chance. They have proven time again they can't handle even the slightest bit of grown up freedom when it comes to how they use their words.
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@averagemikaelamain said:
As per title. I feel like DBD's in a rocky state right now and there's a lot of pressure on BHVR to deliver a fantastic anniversary. If BHVR "flops" in any aspect - killer design,perks,license choice (if any?),do you feel like DBD might be on a road to continously-falling playing numbers?
Not really, the numbers aren't exactly plummeting as there is a decent turnover rate. Also despite the complaints about the previous chapters there actually isn't that much to support that it has truly harmed the game.
I would hope that everyone tempers their expectations for the anniversary reveal as if you look at the history of them they've never been quite as amazing as folks tend to think they will be. It's still gonna be dbd and the more interesting thing has always been what changes are happening to the game rather than who's coming to the game.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426353#Comment_3426353
thats what I thought I was getting into when I clicked on this post ngl
Saving that for Hooked on You 2
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426355#Comment_3426355
It could be like a special mode, so people can opt out of it. And maybe give extra BP if you participate in it, so as to incentivize it, but not mess with the core game.
What I meant is that the game as a whole is already struggling to not completely fall apart when new things get added lately. Like the game has been having more performance issues than normal for while and across all platforms too. I can only imagine the level of breakage a new mode would bring.
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@JustAnotherNewbie said:
I've been thinking that I would love Carmine (Artist/Birdlady) as a champion (with perks and all) as it fits her a lot. It feels more fitting considering her backstory, but I guess becoming a killer in the afterlife is more tragic for her.
On top of that it would be cool if during this month we could get fan ideas into the game like fan made cosmetics, or perhaps fan suggested events, or even a mode with fan suggested ideas about forgotten perks with tweaks made to them. ANd who knows, maybe one could stick for longer?
If there was such a month, what would you want it to be about?
They already sometimes do fan cosmetic contests.
An entire month dedicated to fan ideas is probably a bad idea. Most ideas produced by the community are not really not great and the ones that would be interesting essentially don't fit dbd's existing systems.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426274#Comment_3426274
I would say you can see this on both sides.
I agree
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@Mechanix82 said:
So I would consider myself a survivor main. I play both sides but i normally only play killer to get them to iri 1 for the blood points and then I go back to survivor. I got to say Survivors are getting really bad on what they consider "Boring". So first it was the Ruin/Undying, then Scourge Hook/Deadmans, then the infamous Gen Kick builds all boring. So i was playing killer a few days ago and I was running no slow down just Agitation, Starstruck, No where to hide, lethal. A little aura read with a very high risk high reward starstruck. 3 different teams I went against called me meta and its a boring playstyle that shouldn't be in the game. So my question is exactly what perks are a fun combination killers can use that survivors do not call "Boring" these days?
This is why often times you just don't listen to some survivors. It isn't worth it in the long run as some people will complain about anything they lose to or just doesn't allow them to just play like a bot.
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@Heytherebigguy said:
Idk if it's Asia servers thing but I played 7 games as survivor, in the first 6(not kidding, no bait, that's the reason I'm making this post) some one dced.
It was first a scratch mirror myers who sent us to lerys.
Then 2 survivors who dced when they got downed.
Then killer who dces. a survivor and lastly a wesker who dced.
The last game was okay.
What's going on? All I see is survivors giving up and killers camping and tunneling and dcing if it goes wrong.
Can't say it's luck cause it was 6 straight games. is dc penalty off?
DC penalty is not off people are just generally DCing a bunch regardless.
The last few update have made very few people happy and thus folks are just giving up the moment something happens they don't like.
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@IWasLeft2Die said:
It's something I know gets brought up a lot but I wish the game gave a more standardized explanation of what is considered a won or loss.
I know some people consider a win/loss to be based on
-number of kills
-emblems
-if you died/lived
-score
-pipping or not
And I'm sure there are other ways players consider a match a win or loss.
I had a player blow up my inbox saying "to enjoy my L" when I got 11 hooks, 3 kills, 1 gen remained, and double pipped.
By any metric that the game provides you've won.
By design DBD is a game where both sides can "win" on a statistically level, but on a e-peen chest puffing emotional hype level is almost meaningless. Outside total stomp situations where on side absolutely dumpsters the other there isn't a way to tell. It's the kinda weirdness one expects in a 1v4 game where the game gives out 5 different scores instead of just one for each side.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425642#Comment_3425642
What’s another assym game where solo players who are grouped as a team must practice a healing macro to restore themselves? I’m just curious b/c you said players do it in other games all the time.
Last Year springs to mind for me at the moment. Because even with option to talk folks tended to not talk so you needed to be paying attention to the game in a macro sense to know what your teammates were doing. Yet, that's something you should be doing in any team game asym or not. Playing pick up squads or duos in Fortnite? You need macro. Playing soloq in LoL? Macro is super important. Heck, even in MW2 which I've been playing a lot of recently can require it when you see one of your teammates has Last Stand or you're in a game mode where revives are just a thing for everyone.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3242641#Comment_3242641
wait. a Canadian based company, not having Canadian servers?
They have servers for NA as a whole, but they don't do hyper granular separation between US and Canada as far as I know. So you can get games with someone in Ohio, Ontario, Georgia, Winnepeg, Montana, and Toronto with the same likelihood getting a game with some folks a few blocks over. I imagine server costs are pretty big for dbd and they may have folded some lower player density regions together to save on costs.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425515#Comment_3425515
Not true at all.
Solo survivor is going to boon area and hoping one of the his teammates sees them. And then come them for heal.
SWF survivors are in comms and they are deciding to go boon area, they are starting run together. And healing. Done.
Yeah but how can anyone be expected to make balance decisions around something they have no control over?
You can't balance soloq against swf you can only balance killers vs survivors. There is no balance decision to be made about people doing callouts in a discord. Hence my saying that CoH affects swfs and soloq equally as you're both survivors and more the to the point you're not playing against them killers are. They could buff or nerf everything in this game to insane degrees and ultimately it still function that much better for a coordinated team talking to each other. Soloq survivors need to develop macro around picking up on what their current teammates are doing and act accordingly.
It can be done, people do it in other games all the time. Dbd's not that out of step with other games. It takes more work, but it can be done. Having the absolute onslaught of constant on-demand self-healing while fun and funny was insanely bad design to the point I honestly think it made players overall worse at the game, myself included. I got used to just doing dumb things and less observant because I knew I could just go rub bone and get all the healing I needed with no input from my team. That's not good.
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@BabyCameron10 said:
After playing for a while with and against the new COH, to me it seems it was detrimental change to solo players and an improvement to SWF.
When playing solo survivor and with the perk, nobody on the team would bother grouping up and heal with the perk, causing matches to go downhill rapidly. I wouldn’t recommend solo players to use the perk. (Inner healing and BTL Med-Kit are better options)
When I played killer, the few matches I did go up against the perk, the team I went up against managed to get really good use out of the perk. I cant presumably confirm nor deny it was a SWF but the teams that would use the perk used it efficiently well, patched up and ready to go within seconds.
Now my question to you guys is, was the change COH change, the correct change?
People have to learn to adjust and play like a team even if they lack the comms advantage of a swf.
COH is a great tool for that now, but it is going to be hard for people to just suddenly adjust to doing that when a lot have spent months or years leaning very strong self healing to act as loosely affiliated lone wolf operators. Folks will get there eventually.
@MikaelaWantsYourBoon said:
This perk is not exists anymore for solo players but it actually buffed for SWF players.
It was terrible change.
The perk works the exact same for both swf and solos and solos. Y'all have the same level of information in regards of CoH as it shows the aura of people in its field.
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@Kirarozu said:
I had a wraith the other day who didn't tunnel or camp and got a 4K. He earned it too. It was a fun game too even though I died. He hooked every survivor once without ever returning to a hook to chase the unhooking survivor. He systematically chased and hooked each one of us without tunneling once. He did it again once we had all been hooked the first time. Wraith is a strong killer so I don't understand why people need to camp or tunnel. IMO, people who camp or tunnel are bad at killer and refuse to take the time to get better by not camping/tunneling. I also see a lot of killers going back to the hook to go after the guy who just unhooked which is just as bad imo. Don't killers get more points for more hooks/chases/hits and all that? Maybe BHVR needs to get rid of the "rank" system altogether and just give BP based on how many games you played that month. They should be able to see the average amount of games it takes the average survivor/killer to get to Iri 1 and just make that number the amount of games to get 1M BP each month.
Each scoring category has a hard cap of 8000bp. Depending on the killer getting points in certain categories is harder to do. Points also aren't completely binary you gain and lose points based a lot of stuff happening during the game. For instance you get points for hits, but you lose points when survivors heal up. You're losing a lot of points but the longer a killer can keep you injured or re-injure you the better the score. Eventually if you get enough hits, around I think 24, you max out regardless. Chases are weird you get more points for short to medium length chases with a bonus if you "win" the chases. You lose a small amount for losing the survivor, but even if you tunnel one survivor for a super long time you can max out your chaser. Maxing out hook points basically requires you to hook everyone three times for a total of 12 hooks. You lose a lot of points for camping, but generally you're not going to notice if everyone dies.
Killers often go back to the hook precisely to pick up a new chase on the person who unhooked you. We even have a perk that is designed around incentivizing doing just that called Make Your Choice. The most common issue is people who've just gotten off the hook want to get their magically "basekit BT value" and will often not leave, but go for bodyblocks on someone who is often at full health. At that point you've already hit them most likely so might as well just go ahead and down then again. Tunneling is legitimate strategy as well camping, but survivors have bad habits of not distinguishing between strategic play and griefing play. There is also a lot of assumptions of skill or lack thereof made which tend to be in bad faith I feel. A lot of times you encounter people hard camping they legitimately don't know how to play the game whatsoever. Dbd gets a rather steady drip feed of new players on pc especially so you'll have folks who will camp or tunnel because they don't have the ability to juggle survivors or manage the complex macro gameplay of dbd yet. There people who just camp because they enjoy playing like that as well and I have to be honest if it is working for them enough that they can get the amount of bp required to build up killers and survivors for them I wouldn't call them bad at the game or refusing to learn how to play.
There is more than one or two ways to play the game after all even if you aren't a fan of them, but there are tools to mitigate the strength of such strategies. I know they don't work all that well and you have no idea if a killer is gonna even do it before the game starts, but the tools are there to take the edge off.
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@Heytherebigguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425179#Comment_3425179
Killswitch SM until reworked or we riot.
They aren't killswitching a killer to do a rework so you can go ahead and riot.
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@bazarama said:
As I posted on another thread I played Plague for the first time in forever.
I only got 3 hooks and all survivors escaped and went on to lead successful lives with books and TV rights.
But I had fun.
Who cares about winning or losing if you have fun.
Stop sweating/camping the win.
It's just a game.
It is just a game and if you are having fun doing what you are doing then great.
Some players are more competitive and play the game competitively which is okay even if you or I personally don't enjoy playing that way.
Also lets take a look at the killers you've listed with your broad generalization.
Sadako has a problems with her kit that make the game quite difficult for her so she often needs to get one person out of the game very quick so she has a chance.
Trickster's a 110% movement speed ranged killer whose power requires him to focus one player pretty intently to gain value. He's the weakest of the ranged killers so it is understand that they would tunnel.
Blight is the most notorious pick of "tunnelers" and is pretty purpose built to tunnel.
Oni is also pretty well known for being a "tunneler" pick
Point just let people play the way the want to play instead of calling them scummy. You are implying they are doing something wrong or deliberately against the rules. They're just trying to do the same thing you're doing in your own way.
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@TorQueMoD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422417#Comment_3422417
Well yeah, then the flaw in that system is that they made it so the survivor has no progress. What they need to do is lower the progress speed to half of what it normally is, and problem solved. There's no reason for players to try to bait the killer because they're just gonna kill the person on the hook, and no need for the killer to camp because the person on hook is gonna die more slowly and more gens get popped. Then once there's 3 gens popped, turn off the effect entirely and "all's fair" at that point because the game is almost over. Camping is only irritating in the opening of a match.
This is another thing they apparently tested and ultimately didn't implement.
My guess according to what I've read about it is that it still didn't solve the problem, but punished people who used proxy camping strats. That's sort of the issue where base game design sort of subverts the intended goal. Camping by the design isn't inherently an invalid way to use the system as it sits and proxy camping is valid strategy that some players use and fits well into stealth killers who aren't really design to thrive in basic chase play. To completely discourage and disallow the more griefing inspired camping they need to change how sacrifices work on a more fundamental level. Which almost instantly sort of snowballs into a lot of other very granular considerations and changes. People who just want to grief other will naturally just find another way, but for anyone who is just playing the game and favor these strategies as fallbacks or compensators for character deficiencies in certain killers are going to find themselves worse off.
I'm not saying it's impossible mind you, but like those of us who've been playing since launch have been asking for solutions that will magically work against human behaviors without making any fundamental changes to game. That in hindsight don't make much sense because ultimately the game does need a substantial change if folks want camping completely off the table. It can't just be a punitive measure it also needs to address how people are able to engage with the game. There is a generally a strong dislike of killers playing defensive in way, shape, or form at any time. So if you change how hooks work in a way that gets rid of camping, which they probably should ultimately, they need to be ready to give killers things that help them in other aspects of the game or risk flattening out killer gameplay into having only one or two "prescribed" playstyles that are viable.
It's a complex issue that will require a complex solution.
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@appleas said:
Maps.
I would say matchmaking should be dialed back too but that’s an issue with game balance. If 10 minute queues didn’t exist one year ago because no one wanted to play Killer then, matchmaking wouldn’t be this bad
I still remember when queues could be as long as 60+mins once you started to get really high in rank. That sucked greatly compared to how matchmaking is now. It's more all over the shop which is a problem, but at least you can get into games fairly quick
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424600#Comment_3424600
No! It's a shame to admit you're wrong, I know, but you are!
Killer themed charms and survivor themed charms should remain seperate and distinct.
They're just charms and honestly I would enjoy putting some of my killer charms on my survivors and vice versa. When they first added them I thought they would be universal and was kinda bummed when it turned out they were totally separate.
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424499#Comment_3424499
It would've been better if they fixed their coding while talking and implementing Halloween
Think about it for a second
1) it's a major license... their first
2) At that point they must've known that getting Halloween means that the game will get bigger and will lead to other licenses
3) Fix it before it gets ruined...
As for 3) it's where we are at...
Early on the coding wasn't an issue because there was just functionally less of it.
The problems we have now tend to be because of additions to the game of years.
Keep in mind they've also switched engines which would have required cleaning up the code in a major way and redoing maps also helps with that as well. So likely their code is in a better state than it was in the past, but just now there is a lot more of it which means there more chances for something to go wrong.
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424558#Comment_3424558
15 minutes is too much for someone who dc'd because of an internet blip. The system is designed to take that into account so anyone who legitimately has an issue shouldn't really notice. The tiers are for those who are more persistent.
Still, I read somewhere it resets a tier every 24 hours, so maybe this could be looked into so if someone dc's once every day as a habit is picked up on.
It definitely does not reset after 24hrs.
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@jayoshi said:
Something that affects the killer -
BHVR: Kill switch it right away!
Something that affects the survivor (like merciless storm) -
BHVR: We will take our time updating it and won't kill switch it.
Something that killers can't remotely do anything about: BHVR killswitches
Something that is highly inconsistent and doesn't break the game: BHVR doesn't need to killswitch
Now is fair to expect it to be fixed by now? Maybe so. Considering it isn't fixed yet, but not killswitched it probably isn't simple fix
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@MegHasDirtyLegs said:
TL;DR
Anniversary Cake bonus Blood Points should only stack with other people who bring cake.
EDIT: Just to clarify. If players 1-4 bring cake and player 5 doesn't. Players 1-4 would get 4 x 107% bonus BP for bringing cake. Player 5 gets none. Nothing else changes, just how the bonus is applied.
DBD Anniversary is the time of year when all the scumbag playstyles come out in full force. I see more hackers just doing their thing, more survivors and killers doing their best to annoy other players.
The anniversary event becomes less of a celebration, but more of a "worst of" moments all concentrated in that short week(s).
Personally, the Anniversary event when when I see people on my friends list stop playing the game. They come for the extra BP, but soon find it not worth the trouble and go back to playing Civilization.
Quite often, the scumbag player(s) are the ones who didn't bring cake. It's like the one person that didn't bring anything for the potluck dinner, eats more than anyone else and then complains about the quality of the food all night. Neither actions are against any rules, but it just ruins the party for everyone else.
There's nothing that can be done to people who decide to play DBD just to ruin other people's enjoyment, but if they at least brought cake it would soften the blow for other players.
However, If they decide to use map/ hook offerings to compliment their annoying schemes, then they shouldn't be rewarded with extra BP other players brought to the party.
Cheers, and have a nice day, everyone. 😗
You would literally solve nothing by doing this and you would be penalizing a ton of survivors as that side already doesn't get enough cakes due to their bloodwebs being over saturated by the usual slate of items and addons on top of event items and addons. So your solution would not only make people not do the things that annoy you, but you'll be giving a middle finger to any survivor that gets thirty party starters before getting a cake. I've been in that position of watching bloodwebs give me basically not even one cake after 20 webs.
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@IWasLeft2Die said:
Changes I'd like to exit gates
1. Lengthen gate opening time
2. Gates slowly lose progress if you stop opening them to prevent 99%
3. Gates spawn at farthest possible distance from one another.
As person who plays killer quite a bit I have to disagree with these changes.
Mainly slowly regressing gates to prevent survivors 99%ing the gates. Also having the gates spawn at the further possible points would only make sense if map sizes were standardized across the board because if you don't do that then there are maps where most of the killers literally can't do last minute defense due to not being able to traverse the points.
Lengthening the gate opening time would probably be fine, but honestly the current time it takes is fine and can be augmented with multiple perks which in one of few times that perks to solve an issue makes sense.
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@tech said:
there seems to be a lot of different opinions on what the biggest problem in this game is like BNP, gen rushing, healing, camping, tunnelling, slugging just to name a few so are they all the biggest problems in DBD or is it just some people complaining?
just trying to find out what is the biggest issue in DBD in its current state
Map design and Objective stagnation.
Map size, gen placements, and both killer and survivor spawns aren't as good as they need to be. The overgrown maps are basically nightmares for over half the cast to deal with. Gameplay objectives have become extremely stale and hyper optimized to the point of lacking fun for players who have lots of hours in the game, but being almost too simplistic and unengaging for players just starting out. The game sort of lives and dies on chase interactions, but killers and players who don't function well or aren't designed for chase interactions sort of don't have a true place in the game. Converse survivor objective has been too simple and isn't particularly interesting on top of having too much of a time variance between minimum and maximum time it takes to complete or fail.
It is just as common to find players who flat out refused to engage with going generators as it is to find players who only want to optimize doing gens as fast as possible and the game doesn't have any regards to time gating the pace in which such a simple objective gets done. SInce the game has median time investment that it is balanced around it should probably be difficult to push the game as fast as it can be pushed on both sides.
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Old fog and lighting
Old Freddy(I know folks are nostalgic for his kit, but it was literally not a power and didn't fit him.)
Old Mettle of Man
Old Ruin(Over time I've grown to appreciate how bad that perk was for the game in the long run)
Hawkins Map(It's trash. Pretty trash is still trash and I mean in the bad way)
Old Haddonfield
Old D-Strike
Peer2Peer matchmaking(I'm always thankful we will never have to deal with ip dodge lists again)
Old Sabotage mechanics(I see people wanting this back who never had to be on the other side of the equation where you have no hooks to use)
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@lifeisstrange said:
Why does this term gen rush even exist, the primary goal of survivors is to do them to leave as soon as possible just like horror movies where people wanna try to do whatever it takes to get away from them as soon as possible. I guess survivors arent to do their objective lol.
It exists because there is a median time in which gens can take to get done, but the actual time can be pushed to be much faster and on the opposite side we used to have more ability to make gens take much longer to complete.
Yes the survivor objective is to repair generators and escape, but in order for the killer to try and do their objective they need to be able to keep up with the speed at survivors do their objective. If the objective is being done faster than a killer can reasonably be expected to match then they are literally being rushed. The game is balanced more around the median time to complete survivor objective than it is at the rushed pace. Some killers do not have the ability to keep up with a rushed pace because some of them don't even really have powers until later in the game.
Why try and play pedantic word games and make it seem as if the OP didn't want them to do their objective? A game having a time variance of 3mins and 60mins when the sweet spot is supposed to be between 10-15mins is a problem. Sadako doesn't even start with the bulk of her power and has no other mobility at the start of trial. Even highly experienced players would find it a bit difficult to match a rushed pace with her on a majority of maps considering they're far too big for her until her tvs turn on and there isn't really much early game stall available to her via perks. She needs to snowball and that takes time she might not have in a lot of circumstances.
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@CheesyBabyBoi said:
ive always felt that lightborn should just make the wraith immune to flashlights in general.
is there a reason this isnt the way it is normally? did they try it and it was super funky for whatever reason?
its just like the one character where lightborn does almost nothing for my playstyle, and it bums me out
They just patched light burn mechanics out across the board so you're good to go.
Now as to the reason why it didn't make Wraith immune to light burn in the past is purely down to balance concerns. Light burn was a mechanic designed to be a counterplay tool against certain killers in the beginning of dbd's life. The game was also played a bit differently and there was more emphasis on stealth, but as the game has grown and players have developed skills that are much more consistent to deal with Wraith and others it just wasn't a feature that seemed to make much sense anymore. The only folks who really went hard on light burn were teams usually which ultimately just made the experience for Wraiths pretty bad when they did encounter them.
In Nurse's case it was just super inconsistent to the point almost no one took the risk to try and burn her out of a blink so having a weakness no one can capitalize on sort of begs the question why even have that as a weakness.
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@Ricardo170373 said:
I play solo survivor everytime in my journey in this game, and, i have A LOT difficult and i need spend so much effort push to red or even gold rank, i dont see this on SWF, because, obviously, they have communication and have advantages on the match. So, i personally think this system should be rework, especially about lose pips, you have so much more probability to lose pips in SoloQ even if you play more time of any squad.
You can't balance in-game system around advantages to SWF play that is often buoyed by out of game actions.
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@MikaelaWantsYourBoon said:
Camping & Tunnelling are keep ignoring by them. Actually they are just buffed it with DS's nerf and we got the worse anti-tunnel perk OTR.
Nurse nerfed from S - tier to S - tier. So they almost did nothing to her.
Blight did not got touched for years.
Spirit still has her busted add-ons for years.
Maps have strong 3 gen areas which survivors can not break it if killer is SM or Knight.
But whenever it comes to survivors, they have no mercy at all:
Dead Hard killed. Hatch & keys nerfed into ground. Med-kits nerfed so much. CoH is useless now. Solo survivors left in oblivion. They nerfed Self-Care too which was always weak perk. Flashlights nerfed. Iron Will butchered. I can list more here.
Probably next nerfs are coming for toolboxes, PT and other exhaustion perks since they got a lot complains from killers.
It is okey to listen killer mains and fix their problems. But why survivors are ignoring?
They seem to be listening to survivor demands pretty well considering gen regression builds aren't anywhere near as viable as they used to be which has put a lot of middle and low tier setup killers in a weird place. They've provided you with all the tools in the word to shutdown pure hex builds of the years. Constant survivor calls for built in counterplay to killer powers has fundamentally changed how killer powers are designed for the worst overall. Like if you want to just arbitrarily assign blame to killers then they could turn around and do the same to you. Though let's look at the more likely causes for survivor nerfs.
Dead Hard genuinely needed to be adjusted because it was still meta when it wasn't supposed to be. Endurance shouldn't be on demand even if it took timing and it shouldn't have been able to extend chases as much as it did in the past to begin with. Overly strong perks no matter how fun they are get balanced down eventually.
Hatch and Key nerfs were heavy, but you can blame that more on swfs who made it a point to do 4-man hatch plays and folks generally playing for hatch escape only. They were never meant to become as common a route as they did.
Med Kits were broken for self-healing to the point where it covered for skill issues and basically deleted the concept of spreading pressure which took hit and run killers entire design and threw it in the trash. Being able to heal that fast, that many times, on your own absolutely flew in the face of survivors needing to learn how to play as team by default rather than everyone acting as a lone wolf operator.
Self Care was not always a weak perk it used to be one of the best survivor perks in the game and it got nerfed not only because killers complained but also other survivors complained. In fact survivors complained more about than killers because people constantly self caring even with the time penalty usually got people killed
Iron Will is fine it just doesn't turn into a pure silence generator which it never should have been doing that to begin with and considering that Stridor was changed so it couldn't hard or even soft counter it when it did make survivors completely silent was a balance issue even other survivors seemed concerned by after a while.
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Lethal Pursuer from Nemesis
Trail of Torment from Pyramid Head if you're into stealth play.
BBQ & Chili from Bubba
Scourge Hook: Gift of Pain from Pinhead
Wesker just in general. There is no downside to just buying that dlc.
I would say Demogorgon's perks, but they've become general perks after Netflix pulled the license I think.
Play With Your Food and Save The Best For Last from Myers are decent value adds.
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@IWasLeft2Die said:
The only ones I see happening are IT and Candy man.
The others I think at most will get generic inspired ideas like wolfman. Some of the others are just not popular enough to be made like pumpkinhead despite it being great
IT is actually a tricky situation as well.
Stephen King has never been super fond of letting others work with his licenses. Like he has had video games believe it or not and unfortunately they were pretty bad which seemed to have soured him on the experience. Then again he also hated the end products of quite a few film adaptations of his books at times then got over it. Dude's a bit of a wildcard.
All the video games based on Stephen King’s work. -
Long story short the creator of Jeepers Creepers is a real life creeper.
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@ironblade said:
I have a hard time playing Legion in huge maps but in small maps, it's easier to use Legion's power. What's your take?
Legion is at their weakest when the map gets beyond a certain size.
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@hygcat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422789#Comment_3422789
Think of it like the Hunk costume, this costume could have been suitable for Susie or Julie as well but of course, you are a Legion player, and what you see here is more important. Thank you for your opinion.
Honestly, I'm just not the biggest fan of linked sets and legendary skins. The more skins I can get for iri shards the better.
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@brysoles said:
Are there any plans to bring HDR and (official) 120fps?
The game is 7 years old now and it’s time to upgrade the game…
Not to mention cross-progression or custom graphic settings like more and more games nowadays get these options as standard.
There seems to be a lot of issues with cross progression that they aren't in control of so it is unlikely.
We don't have more granular graphics controls apparently due to their supposed effect on game balance. A great many players have had to take matters into our own hands by using Reshade, but that only helps for playing on pc.
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As a Legion player I couldn't see myself spending money on this. I would rather Legion get more skins that fit their motif better considering Legion is technically 4 different people smushed into one
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@brysoles said:
I’ll be honest: If I start the match with heartbeat (happens every ~5 matches) and I get downed within seconds ingame I don’t wanna play. I don’t even try when the killer directly chases me 2 seconds after spawning. I can’t remember spawning literally next to the killer was a thing in the past. Last week I had a match where I saw the huntress in the camera animation at start. Nah thanks.
The spawning logic for DBD has always been very heavy rng, but it is generally much rarer for a survivor to spawn near the killer than it is for them to spawn directly on a tile with a generator or another survivor. I don't see the point in going next just because of spawn rng.
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@jajay119 said:
Slugging should be reviewed in general imo. It'll be an unpopular opinion amongst killers I know, but the exact ones who moan about 'free escapes' and 'unfair second chance perks' are often the ones who play like this, which is wholly ironic.
It has been reviewed and the thing people want, basekit unbreakable, was even tested. The devs didn't seem to see the results they were looking for. The goal has never been to make it impossible just mitigate its overall strength which they have via perks and considering the overall scale of the game doesn't seem to be a truly widespread issue
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@Slackrimosa said:
This has to be satire, nobody unironically plays darktide.
I unironically play Darktide.
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Creeper's already off the table.
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@NotAnotherDoctor said:
The only thing worse than playing against her is playing as her.
If it wasn't for these challenges I wouldn't be going anywhere near her but I'm trying to get the rift done as quickly as possible so that I can call it a day and not worry about not finishing it later.
Are there any good builds for her? Even with the recent changes I still can't for the life of me find use in her for chasing
I run lightborn, trail of torment, tinkerer, lethal pursuer with adaptive lighting and shotgun speaker addons.
I try to focus on maximizing her stealth aspects mainly because I can't stand being on gens. This build isn't great of some of the larger maps, but generally you spend most of your time with your TR turning on and off which seems to through survivors off.