ReikoMori
ReikoMori
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@M1_gamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415749#Comment_3415749
yea i can see that. i havent seen those films in a while so idk what else they can do as a power besides stealth ambushes
Xenomorphs can actually do a lot! Stealth attacking was only a big deal in the first film, but Xenomorphs adapt to their environments and are designed to be able to create more of their kind by harvesting dna from a host via facehugger parasitism. So they could make a weird Entity infused Xenomorph
"You still don't understand what you're dealing with, do you? Perfect organism. Its structural perfection is matched only by its hostility. I admire its purity. A survivor. Unclouded by conscience, remorse...or delusions of morality." ―Ash The Xenomorph XX121, better known just as Xenomorph or the "Alien", is an extraterrestrial hive-based endoparasitoid species with a multi-staged life cycle, possibly originating from the planet Xenomorph Prime. One of the deadliest and most hostile of all know -
@AssortedSorting said:
I hope that BHVR eventually adds an interactive spectator mode, a "spirit state/echo" for deceased Survivors that plays a role in opening/Locating Hatch. Let Survivors run around the Trial and do stuff when Sacrificed for BP as well, of course not interact with the objects that "Living" Survivors or the Killer can interact with. (Or see the Killer or non-Sacrificed Survivors).
Could try to integrate a tutorial mode there by having AI revenants/goobly mooglies chasing spirit Survivors in this Warped Trial.
Maybe have some of those revenants bleed into the Trial and chase Living Survivors if the Killer has too large a disparity between generators completed and Hooks/Kills.
This game barely handles two zombies or Knight's guards moving around without suffering performance issues. So, trying to run and entire extra interactive game layer to the degree you're suggesting would probably crash the game outright. Which is sad cause honestly the game needs more stuff to do in general.
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@Cardgrey said:
while i could not care less how much fun any of you all have....
i do think miss piggy needs a nerf being the s++++++++++++ killer she is...
dbd is all about balance so i say we give her a 5% movement speed buff however
i do feel her roar should be heard on the whole map.
also her dash attack should give people deep wounds...
also i think if you boop the snoot the person booping and the killer should get a cool 10k just cause
ok jokes aside you all are so negative i wish you all would just chill and also have a great month and remember its only a game and any and all outcomes dont matter.
pig for president 2024
In the Asymmetrical Horror genre there aren't many viable competitor products and arguably the ones that have stood the test of time are usually extremely limited by being tied to single movie franchise. Those without a license are extremely niche and trapped in varying stages of early access hell with few of those every shipping as a feature complete standalone game. Then you have Resident Evil Resistance which was actually a disruptive force in the space, but capcom never intended to support it long term and refused to spin it off into its own standalone game which further hamstrung it. Many people wanted to play it, but didn't want to pay 60 dollars for a game they didn't want to play just to get access to Resistance.
So we keep coming back to DBD even when it isn't quite the game it used to be.
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@indieeden7 said:
Don't know why people are acting very dismissive of this claim.
Basekit Myers is very weak, but much like Blight, he has add-ons that make him ridiculously strong. The obvious ones being mori add-ons that have the potential to completely delete a survivor a few minutes into a match.
In general, everything about him is outdated, his power is poorly designed, and his add-ons are poorly designed. Ideally, he gets a rework soon, hopefully sooner than later.
People are dismissive because the OP's statement is pretty far removed from reality.
Myers' power itself is fine and just needs some tiny QoL adjustments, don't know how this narrative got started that his power is somehow horrible considering they gave Ghostface a slightly modified version of the same freaking power and people think it is great on him. His addons are also fine as they mesh well with his kit and do have place an appropriate amount of hindrance to counter balance the effect. He's one of the few killers who has Iri and purple addons that make sense for him and are actually worth being Iri and purple. Your problem isn't with Myers, but your teammates in 99% of the situations where you.
He's not remotely in the same situation as Blight.
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@Unimatrix00 said:
Hey,
Just wondering if anyone else thinks that Myer's is a little overpowered in the game. I don't know of any other killer that makes no noise and is able to stealth their way across the map with no TR, stain, nothing. Isn't that a little busted? I think it is and I think he should be nerfed. This is coming from someone who plays mainly killer.
He can only do that in Tier 1 when he's at his weakest. He can't lunge worth crap, his movement speed is lower than normal, and generally isn't doing much other than trying to stalk up to level two where he becomes average.
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@Remedicist said:
I just want og Freddy back in some form because that was really unique. That was a pretty out-of-the-box design. They should keep the teleporting and dream clock aspect of the current power. Changes from the older power could include making the survivors that are transitioning into the dream state suffer from the incapacitated effect, and make the transition only last 5 seconds, and I'd say he'd be improved from before. He had such a cool tracking power that I miss from back then.
His old power wasn't unique, it was just you get to play the game.
Like old Fredboi's power didn't do anything other put survivors to sleep and then just stack a ton of debuffs passively, but he was literally unable to play the game otherwise. His old power was just bad, but he did get to turn doing gens into a death march as long as you were asleep. Though now that every perk than helped facilitate that has been nerfed or reworked he wouldn't even have that to lean on if he went back to his old power.
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@Meathammer said:
What's wrong with FNAF?
Nothing is wrong with it, but due to the overzealous nature of FNAF fans constantly going bonkers for like several chapters straight getting hyped up for Springtrap and then throwing a fit when it wasn't Springtrap people aren't keen on the license every turning up in DBD.
As for any issues with FNAF itself the biggest one might be that it is mostly known as a jumpscare game and didn't really have much to work with. The most engaging game is Security Breach and it is the one that seeming is probably liked the least I think. There isn't a lot there to work with as almost all of the spooky power stuff is only in the books. Like it could work since Security Breach is basically single player DBD so a lot of the same strats actually work in it that work here when actually being chased.
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Keep her visual design and lore( I like the dumb anime lore)
Rework her power to be a combo of tracking utility and chase. I'd remove exposed since it hogs too much power budget for basically zero chance of being truly useful. I'd probably just make drones more like a detonating trap or give them the ability to follow a survivor who walks into it's range. The haste gimmick the devs added is workable so figure out how to integrate it more consistently I would also change the mechanics of her tracking. A survivor has the option to let the drone follow them and give Skull Merchant tracking info no matter where she is on the map or disable the drone and end up with a claw trap that provides tracking only within a certain range along with some sort of debuff that lasts until the claw trap runs out of power.
I would also give her a total perk rework because exactly none of her perks are really worth using and they don't really fit her.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408996#Comment_3408996
Ive played games with PvP Cross-play and literally never had any of these issues relating to certain platforms.
I guess you could say "some people will do that", but it's just that, "some people", not everyone, not even a majority, a small portion of the community. Realistically it has no effect upon most players.
Those games weren't dbd and didn't have dbd's approach and dedication to being toxic.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409244#Comment_3409244
the issue with that is that people would complain that sweaty people play in the casual mode while the toxicity would go through the roof as newer playing try to play rank.
I've played other competitive games that uses that method and trust me when I say it is not the solution you are looking for.
MMR is.
MMR hasn't been the solution since it was put into DBD.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409125#Comment_3409125
"The Killers objective is to kill Survivors by any allowable means. Even if conditions are sub-optimal. It doesn't matter if Survivors hide for 30 minutes, the Killer is at fault."
See how that logic is bad?
How is that bad logic?
If you allow survivors to hide for 30 mins you would be at fault. The mitigating factor would be whether or not you tried to find them at all in the first place. If the killer is actually searching for them and in that same 30 min length of time the survivors have somehow still failed to even attempt to do gens they would be the ones at fault.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409056#Comment_3409056
This scenario OP is humorously describing DOES consistute as holding the game hostage iirc.
It's on the survivor to do the gen by any allowable means necessary even if the conditions sub optimal. This may mean that the attempt is ultimately hopeless, but bright side you're not gonna be in the game forever. The OP doesn't even describe scenario they just meme.
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@ShroudedGhostFace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409068#Comment_3409068
They could’ve just gave it a 60 second cool down after the totem was snuffed or maybe even given killer basekit Shattered Hope but now the perk trash for solos and a decent pick for SWFs.
Not gonna lie, I really enjoy not seeing it every match as killer but the perk could’ve been nerfed differently to not create an even bigger gap between solo and SWFs.
A minute long cooldown doesn't really address the problem that the game had too much self healing access and self healing was far too efficient. I don't believe giving killers or survivor base kit perk effects to solve problems when you could just fix the problem at its root.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409056#Comment_3409056
Well, if survivors hide in the opposite corner of the map to pressure the killer to find them out of their 3-gen they can be banned for holding the game hostage regardless of them doing this strategically to create an opening, so I'd say we're well past the point where we can be picky about which situations are supposed to be "holding hostage".
BHVR themselves are iffy with their definition of "holding hostage", as they consider 3-gen strats okay until they reach around the 1 hour mark.
So now we're in the territory of "is this part of our objective?"
Killers defending gens even to an unhealthy degree is still technically within the purview of working towards their objective. Now there are caveats like if they are going out of their way not to end the game i.e. down but not hook or not attempting to down at all. Situations like that start to stray outside of what can be considered "progressing your objective". It's harder for killer actions to be seen as hostage taking due to preventing survivors from doing gens long term is technically their objective. Every thing has limits though.
Now if survivors run to the edge of the map and just stay there and killer doesn't follow them, but also survivors don't make any other attempts to do their objective even under sub optimal conditions for lengthy periods one could say that you're now not playing to progress your objective. As technically you're trying to create a situation where you can do your objective comfortably, but the killers is preventing you form doing so. I believe the expectation is that you'd run in try your best to do it anyway rather than resort to feeding into the stall.
Again, being able to cause a scenario where both sides stalemate for up to an hour isn't something any killer should be able to do. I'm just seeing pretty much every Skull Merchant thread folks call hostage taking, when a lot of the situations described don't even meet the muddled definition.
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@ShroudedGhostFace said:
Yeah they took away self healing from the Boon: Circle of Healing. It’s not a bug it’s just a massive nerf to the perk.
I don’t see why they couldn’t have kept the self healing because now the perk is worthless for solo survivors.
Because access to team wide self healing for the cost of a single perk slot on a single character pretty much poops on the game balance. Self healing wasn't meant to be that easily accessible considering the game is more balanced when teams actually are a forced a bit more to act as a team. New CoH incentivizes that.
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@Aven_Fallen said:
If they fix it in the same patch that the Killer cannot hold the game hostage for an hour, sure. Deleting Skull Merchant should do the trick.
Y'all really got to stop saying "holding the game hostage" in relation to someone just doing a 3 gen. Like I agree that being able to hold one quite that hard is not great overall, but taking a game hostage has a very specific meaning in this game. It's not as if the can't be ended normally even if it drawn out longer than normal. Not every SM is likely just trying to time out the game and do absolutely nothing else but force you stay in the game.
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@MommyHuntressss said:
What is with the nerfing of med kits? That has to be the DUMBEST thing to happen in this game and the one thing that has really frustrated me in this game. What is supposed to be accomplished with this? Bring back the way they were before this last update PLEASE, it's so ridiculous! The rarities of the add-ons, the speeds, and the charges all need to go back.
What is accomplished by nerfing medkits is putting a hard cap on survivors constantly self healing at insanely fast speeds. It's been a problem in the game pretty much since day 1, but it has taken years to actually see it properly addressed. Survivors were never supposed to get to a point where self healing was better than being healed by teammates. It was insanely time and resource efficient and the game is balanced around things taking up a certain amount of time for multiple characters rather than just a single character.
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@LuthirFontaine said:
The killer who can literally one shot everyone... We worried he's not good enough now?
He can't just do it at will it requires a considerable amount of time and specific resources if you're referring to tombstone.
Generally speaking, Myers probably isn't as good as he should be due to just being an older killer who may need some QoL tweaks. Though generally he has everything he needs at base to succeed other than time. Extra slowdown was probably filling in the gaps and now that it is severely weakened people playing him might feel a bit more pressured.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407841#Comment_3407841
It would change everything. Right now i can have normal conversation with noone. If profanity filter was optional, there would be some people i can normally talk to.
If you can't have a normal conversation with a profanity filter on, I would say that maybe you're not having a normal conversation. Not being able to say curse words can be a tad bit tedious at times, but if you can't have a normal conversation in any way shape or form you might need to consider what you're saying.
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@Archael said:
In a game, which main feature is blood, scream and violance. Where various killers hit, down and hook mostly innocent people.
We have profanity filter...
Why?why there is no way to disable it?
We used to not have a profanity filter.
People felt the need to go out of their way to be so extra in endgame that sometimes content creators would get in trouble.
We also had a very vocal minority of players who seemed to enjoy being as racist and phobic as possible.
When enough folks prove they can't be trusted to keep themselves in check features get added to keep them in check.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407974#Comment_3407974
My message was actually meant for another comment in this thread, i accidentally replied to your comment for some reason before fixing it.
Oh
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407958#Comment_3407958
Remake Freddy wasn't bhvr's choice on which freddy they were gonna get though, originally New Line aka Warner Bros wasn't even interested in a crossover with bhvr, they only changed their mind last minute before the leatherface dlc was released and gave them a take it or leave it kind of deal with the remake since that's what they have full ownership over unlike the OG nightmare movies/freddy.
The fact that we even got freddy at all is honestly kind of surprising considering how strict Warner Bros is with licensing their IPs out to other companies that aren't under their own umbrella.
I wasn't saying that it was BHVR's choice, I simply said "We got the wrong Freddy license and thus we have the worst incarnation of Freddy. No fun vocals, outfits, music."
I'm aware of how much a pain it is to deal with WB license. They're the reason I'm not getting enough good DC games.
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@Kalevi said:
All the other liscenced killers have their own terror radius music and lobby music but Bubba, Freddy and Pig don't have any. Why is that?
I would love to have for Bubba to have some truly nasty yeet-haw horrorcore guitar riff for chase music. Sadly, that will exist only in my dreams. Texas Chainsaw Massacre also just as a film didn't really go hard into music. Like the first film is oddly quiet and atmospheric with scenes being scored with animal sounds rather than music. When you get to I think like third film where Bubba has like a sony walkman casset player there is a fair bit of music in it.
We got the wrong Freddy license and thus we have the worst incarnation of Freddy. No fun vocals, outfits, music.
Pig's a weird case cause she gets cosmetics every now and then as the Saw folks seem to genuinely enjoy the stuff the devs come up with, but I think the issue of music might lay in the hands of the composer. It would be great for her to finally get Hello Zepp as a chase theme, but that might require Charlie Clouser to do a deal.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407391#Comment_3407391
but.. you can still pip while losing and depip while winning?
This is true, but human brains seem to enjoy the "risk" of possibly being setback while not actually being setback.
I would also guess it is something to just keep folks for plowing through ranks at the speed of light. The devs seem to prefer the speed of sound being the limit of rank rushers.
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@BooperDooper said:
Red stain is extremely important, the whole game is built around the fact you can see the direction the killer is going. If you could not see the red stain the whole game, survivor would really suck.
And as of right now, I don't think killer would be viable with no bloodlust, especially slow killers like huntress and myers would suffer a lot. Getting rid of bloodlust 3? That's a different story, I feel like that tier is unnecessary and often just used at pallets so killers can avoid breaking them so the survivor can't get distance, rather than the killer actually needing the help to keep up with them.
It takes 35 seconds to hit tier 3 bloodlust so my question is why is a survivor trying to loop the same palette for over half a minute when they could leave the palette which would force the killer to follow to another tile or break the palette then follow which would reset their bloodlust?
At that point it is literally on the survivor so why would it make sense to take away something from the killer? Tier 3's entire purpose is to basically ensure a chase comes to end because it's already went on longer than it should.
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@Dreadnight said:
What if the developers removed bloodlust and the red stain from the killers?
Bloodlust works as an unfair mechanic to make chases shorter
Red Stain gives too much information on chases and certain structures where you can easily see through slits
BHVR said a while ago that bloodlust was not a problem for experienced killers. Hiding red stain is not a problem for experienced killers either.
These changes would further affect quality of life and would allow more focus on making looping structures fairer.
With these changes in mind, Beast of Prey should be reworked.
We've tested the game without bloodlust.
It becomes nearly unplayable because often distance can't be made up in a reasonable time frame.
Bloodlust also doesn't make chases shorter, it takes a bit of time before bloodlust even kicks in and then scales up over time from tier 1 to tier 3. It keeps chases from being endless, but when you factor in palettes and tile chains sometimes even bloodlust isn't helpful. You don't hit tier 1 till you've already been chasing for 15 seconds, tier 2 at 25 seconds and tier 3 at 35 seconds. Also killers lose bloodlust every time they break a palette.
Removing the red stain permanently is probably not for the best. Like killers would benefits, but I doubt that would be healthy for the game in the long run.
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@Mooks said:
At least you will die (or get banned) for a reasonable cause!
this is something that seems to be super easy to implement and I haven’t seen actual arguments against it.. would love to just get a dev response if it’s something they would consider/already plan to do (I miss the dev streams because of these kind of things)
The main reason not to get rid of depipping is just to make progression and losses have the illusion of being meaningful. As weird as it is, this game refuses to remove the concept of rankings or alter it so rank is literally a measurement of play time in a season rather than posing it as some sort of competitive ladder.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406280#Comment_3406280
I'm one of the people who came to the thread later and it feels like you didn't watch your own videos.
The first video the creator is generally enthusiastic about reassurance and how it will nuke camping. He even talks about wanting it to be a base kit mechanic and not a P2W feature.
The second video talks about a hypothetical possibility. Something that could happen. For it to occur you'd basically need a SWF that was dedicated to griefing the person on the hook. They could already do this via body blocking and like body blocking it could be made bannable (or if even we don't get to that stage, many people have pointed out easy ways to get around it, such as still allowing kobe attempts or 2nd stage hook check failures).
The third video the survivors are working together to test out the feature. The survivor on the hook is not being held against their will and they start off talking about how amazing it will be against campers. They are intentionally trying to test out a hypothetical, not so much actual gameplay. It's also cut together of various matches so it's hard to tell for sure how long they make it actually work, but pretty clear evidence the killer frequently manages to hit/catch survivors as they are coming in for the reassurance.
You accuse @AmpersandUnderscore of bad faith, but neither of your videos actually disprove his point that there is zero evidence. Here is his original comment
This never happened. There was never any evidence of this actually occurring, and was an invented possible scenario to keep Reassurance from being pushed to live in it's original form (that might have been effective at it's job).At best, the perk has the possibility for griefing *if* at least two survivors and the killer were all in on it. The fix, which was mentioned a lot at the time, was to allow the hooked survivor to cancel the effect as an opt in system, which solves any griefing issues in one shot.All of this is still true. It's an invented, possible scenario, those videos you show were testing it out by working together, not holding a survivor captive. Then, as he mentions, even as a possibility it would require a pretty rare combination and, as others have outlined, there were incredibly simple fixes.
I posted three videos out of many that came up, as I stated it's game breaking effects are documented pretty well. I don't care if you disagree with me and I have nothing to prove because ultimately regardless of how either of you feel the scenarios were there, they were documented and more than anything the devs made the judgment call.
If you want to believe it is because killers whined that's your business. If you want to say there is no proof even when given the starting point then I got nothing that will convince you.
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@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406236#Comment_3406236
You know they probably won't believe you right
Oh, I'm very aware.
At this point the videos are folks who come to the thread later.
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https://youtu.be/bVilb4P1Jrs@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405999#Comment_3405999
If it ever happened at all there would've been evidence. Somewhere, Reddit, Twitter, video or twitch vod, the forums. People love to show off stacking everything for 12 minute heals or 350% move speed. It would've made for good, easy content... Especially if it was 'omg rampant, everyone is doing this on PTB, abuse everywhere!!!'
You're claiming it happened, so show me. I've asked at least 6 different times since that PTB for anyone to provide evidence that this occurred, no one ever has. Maybe you'll be the first, but I sincerely doubt it.
https://youtu.be/FWgFxZ0Jx7sYou either want to argue with me in bad faith or don't know how to type in "Reassurance dbd ptb" on youtube. Just so we are clear, neither I nor anyone else owes you proof of anything. It was quite a well documented ptb topic that the barest minimum legwork on your end could have verified.
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@Skill_issue said:
i have started to use lethal over corrupt with almost every killer (except trapper/hag) yes i even use it with skull merchant
you can start a chase immediately at the start of the round (which is what corrupt does as well but you know exactly where to go)
lethal pursuer has better synergy with perks and addons that show aura (nowhere to hide, gearhead, and bbq especially) whereas corrupt is gone after the first down or 2 minutes
corrupt disables after the first down (which in reality should be after the first hook) while lethal continues to give value throughout the round depending on your build
with 3 gening become harder to manage it is more important to go for chases when possible which lethal does
am i missing any good reasons to use corrupt over lethal? what are your thoughts?
That's hard to compare considering they are two very different perks that serve two very different purposes.
Both of them are good at what they do and benefit you enough that putting both in the same build won't harm your chances of success especially with the current patch.
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@KayTwoAyy said:
Survivors feel like escaping is nigh impossible.
Killers feel like gens are flying at record pace.
How did we get here, and do these two realities truly coexist?
Both things can be true as the playerbase for DBD is quite massive and most of it doesn't engage with the various forms of social media too often.
So there is a vocal minority of players on both sides who are probably having legitimately terrible games where their getting rushed to death or camped into boredom.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405676#Comment_3405676
Every time
This was tried once by the devs on a PTB like 6 years ago. It was heavily flawed, didn't make it to live, and exactly zero more attempts have been made since.
When Reassurance was in ptb survivors almost instantly got it nerfed cause they turned it into a hyper offensive weapon that messed up the flow of games too much
This never happened. There was never any evidence of this actually occurring, and was an invented possible scenario to keep Reassurance from being pushed to live in it's original form (that might have been effective at it's job).
At best, the perk has the possibility for griefing *if* at least two survivors and the killer were all in on it. The fix, which was mentioned a lot at the time, was to allow the hooked survivor to cancel the effect as an opt in system, which solves any griefing issues in one shot.
Instead, the fearmongering that camping was actually getting addressed got the perk gutted into being basically ineffective in most camping situations.
It was tried more than once and didn't make it to live either time because of the way people used it.
While you feel their is no evidence for Reassurance, that is exactly what happened during that ptb. Fearmongering had nothing to do with it because as I said, the player that actively seeks to hard face camp you will still do so no matter what state that perk shipped in. What it did do though was get used by survivors to make legitimate hook defenses against people basically running up the moment they got the person on the hook a scenario where the killer essentially had no good options and positioned the person on the hook to be camped in situations they otherwise would not have been.
Like if you think killers have enough vocal power to sway the devs you're out of your depth. If that were the case they certainly would have made use of it to get a million other things than a nerf to Reassurance a perk that even if it shipped in its ptb form less than 10% of players would probably bother equipping it. The devs never promised to remove camping and have on many occasions said that they were looking into and testing ways to mitigate it. They have delivered on some mitigation that helps, but I don't see you getting what you want unless they change how gameplay works. Which means changing things connected to and even then you may still not actually get a total solution.
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@jamally093 said:
I get there's the strategic camping you know a survivor is near by so you sorta stay near the hook your moving around ready to attack. Then there's camping just sitting there not moving all match. BHVR wanted to prevent slugging by making Unbreakable base-kit it flopped because of the finishing mori well try testing something that removes camping and not the good kind like I don't know if the killer stands still infront of a hook for more then a minute or something they I don't can't use their power or just something that forces the killer to move and actually do something that isn't standing there. Camping is boring as survivor because of the fact your not doing anything still useful since your wasting the killer's time at least but still boring and I seriously don't get why killers do it in the first place.
Everytime we try ways to severely curtail camping, survivors weaponize it to the point that it negatively impacts the gameplay experience of killers in a bad way.
That's why the devs are very cautious with even adding perks that are meant to mitigate it. When Reassurance was in ptb survivors almost instantly got it nerfed cause they turned it into a hyper offensive weapon that messed up the flow of games too much.
That's how unhinged people get in this game, we can't have solutions to problems without folks trying to bend them into hyper competitive weapons that ultimately cause the situation it is trying to prevent to become much worse for one or both sides. The design of the game needs to change to actually completely remove camping, but the moment they do make that change they'll need to address basically everything else related to it.
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@Adagio_InDminor said:
Has anyone suggested something similar to Pyramid Head in that if a killer camps a hook after an amount of time the hook drops and respawns somewhere else? It shouldn't work after End Game timer of course. I play killer too and sometimes just securing 1 kill when I've been Seal Team SWF'd is all I can walk away with.
People have suggested it to death.
The problem is that you're actively suggesting something that means that killers aren't allowed to defend their hooks even if they play normally and just happen to deal with people constantly hook swarming. Please consider that every time the devs have put something in to hyper discourage camping that was purely punitive in nature survivors found ways to turn it into no win situations for killers who wanted to play normally. While not doing much of anything for people who only face camp just to bother people.
We've tried having long hook timers, stopping hooking timers indefinitely, making them go extremely slow. All of these resulted in overall worse gameplay for the majority of killers while doing basically nothing for either the hard face camping or the camped survivor. The place we're at is probably the most reasonable it can be without generally making the overall experience worse.
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@AykDanroyd said:
I started playing a match today and I couldn't do jack ######### because all my controls were all messed up and I don't remember what the hell they were set up as. Last time I had to go through changing my controls was when I had to reinstall the game because I got a new PC. There was no damn reason for this and I was stuck in a game where I couldn't do jack but die. Thanks a damn lot! This is beyond bullshit and disgusting. I have never heard of a game screwing over players and changing inputs without permission.
Sometimes when a game updates, the update will set everything to default factory settings.
They literally told everyone that this happened during this update.
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@DY86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404885#Comment_3404885
Its 24 charges in each kit now bruh. Also if u want extra speed, just use the speed addon. And that’s exactly my point. Why use charges? If u want speed use speed addons, if u want efficiency use Botany Knowledge. They should change charges is what Im saying.
dont u think removing it and adding something else would be better?
Changing it to something else wouldn't be instantly better. Think about what you're trying to say for a second and see if the way you're expressing it actually makes sense with what you are thinking.
Are you saying you want the healing system to be changed? Because that what it sounds like when you talk about changing it from charges to something else.
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@Eelanos said:
The forums are gonna scream at you that it was a skill issue and that the game is balanced and that they're top 10 killers from their server and yet only win 2% of the time because survivor is OP yadda yadda.
Honestly, my recommendation is just play killer and avoid prestige 100s. That's what I do when I get tired of losing, or when the killer decides that me using pallets is a bad thing, but the survivor walking in circles deserves the pity escape. I get fed up and I play a couple killer matches to rack up some victories and complete more challenges.
Once you realize the amount of BP killers get from a single match you won't want to play survivor again lol
Looking at the screenshot though with no other contextual information.
How is this not an example of a skill issue. Everyone is two hooked and one is dead. That looks like a thrown game scenario.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404687#Comment_3404687
The Skill Ceiling of Artist and especially Blight is way higher than the skill ceiling of Nurse. In general, the difficulty of Nurse is really overexaggerated.
There are so many Killers which are weaker than Nurse but have a higher skill ceiling. And those get more Nerfs in general and those are more impactful than the slaps on the wrist which Nurse received in both her Nerfs.
Nurse has gotten a lot of nerfs and soft rework that were very impactful, but the reason she shrugs them off is because her power ultimately is what it is. Being able to ignore terrain is such a huge strength in a game where your ability to navigate to terrain determines your success a great deal. Her skill ceiling is quite high it's on par with Blight's, but Blight has extra considerations to make that she doesn't have to worry about as much.
There aren't really many killers that are weaker than her and could be considered as hard to play as her. Perhaps Pinhead, but at the very least he can fall back on being an m1 killer. People seem to ignore that fact that Nurse lives and dies on her power alone as she under normal circumstances can't walk survivors down.
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@ddosha24 said:
Will they be adding more killers from other games or movies for example it would be cool to have a child's play DLC and or leprechaun.
It all depends on what licenses are available and temperament of their rights holders.
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@imakepeoplehateme said:
I'm not trying to make this post to attack one side,in fact i hope my observation gets disproven and that i am missing something.
There are many good willed action that killers can make that some players even feel entitled to.
I have met plenty of killers who go out of their way not to tunnel even when its detrimental to their own game(chasing the unhooker instead of the dead on hook survivors for example)
Killers who stray away from certain perks because they feel they are to strong or unfair(Noed is the best example of this).
Killers are expected to take it easy,or even farm in a match where a survivor disconnects.
Many killers don't take advantage of afk players,they slug them at best.
There is also hatch as a sign of good faith killers give to survivors.How many survivors give kills in return?
So whats a similar behavior survivors do?The closest thing i was able to identify is when survivors leave behind their items,but this only happens after the killer has already shown good etiquette first.In fact i would argue survivors go out of their way to make the game worse for killers. Most survivors won't just leave through the gates even when they don't have any reason to stay.They really want to say goodbye and give you 2 free hits.
So that being said,is there any etiquette or code of honor for survivors?Or is the extent of it just showing kindness back and not being toxic.
The most common thing I've seen is survivors who will give a pity kill to a killer they've absolutely dumpstered and the leaving of items for killers in exchange for being give hatch or gate. There is also snoot booping on crouching pigs.
After that though, everything I usually see from survivors is just piles of salt. There could be more good things, but after years of playing the game only the bad behavior sticks out in my mind clearly.
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@KayTwoAyy said:
I've been tunneled in every single game.
Do Killers seriously not know how to create pressure without gen regression?
Edit: Not going to pretend like this couldnt have all happened before the update, but... tunneled 4 games, and camped a 5th. Probably the least fun I've had playing DBD in a long time.
Well considering matchmaking is all over the shop, there is every possibility you're getting some killers who legit don't know how to create and maintain pressure. There isn't anything to say about a camping Bubba other than "Saw is Family" and just let it happen.
Depending on the killer being played they may not have the tools necessary to maintain consistent pressure without slowdown. Though that is purely at base kit and folks have been in a perpetual slowdown meta for years so it will take some time for folks to figure out how to work with new stuff.
@Marik1987 said:
Suicide to boost Killrates to provoke devs to revert changes. Same childish crap like after 6.1.0. Its propaganda.
This doesn't work though. Like artificially inflating killrates would need to happen of such a huge scale to provoke a revert and at that point it would be even more obvious that they're doing it on purpose.
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@betelgeuseyes said:
Maybe not by default but a perk/add-on maybe? This would give survivors a better chance early game.
That's how you end up with every game turning into a four man slugfest. It wouldn't give you any better of a chance, it would just turn you into crawling bait the killer uses to down everyone else early. Or people just decide to let you bleed all the way out and keep in mind that bleedout isn't a fast process. It's like 4 mins so to get down to 45% that's almost 3mins where the killer can't pick you up and hook you.
So, it isn't really helping you, but it is just hurting the killer because downing people early turns into a waiting game.
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@maybelawliet said:
I’m a survivor and killer main, and the only reason being a killer is so fun is because you can actually win games. Being a survivor is like being a chicken in a pen with a lion. It’s not fair how survivor perks are being nerfed constantly and killers are being buffed. I’ve played about 5 games today as a survivor and won in NONE of them. But as a killer, I win several games in a row. It’s like bullying a bunch of kids that can’t do anything and have no defense. I really dislike it.
What did killers get in the way of buffs? Gen slowdown is a thread bare concept now in exchange so is self healing for survivors which is the way the game was always supposed to be.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403425#Comment_3403425
It's hilarious to see a bloodbath but it's also sad so many not able to cope without that perk.
I know they will though, within the next few days.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403429#Comment_3403429
Possible, yes, but they are so powerful it has to be for a very special build or a specific function in a team.
There was a time when this game only had Adrenaline and Sprint Burst. Like it is very possible to play and be dominate without running exhaustion perks at all. Always has been, but people just got super used to being able to have that level of power on speed dial with the flood exhaustion perks that came over the years.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403120#Comment_3403120
I'm not saying he's not viable or doesn't have his moments but compared to almost every other killer he has a lot less to work with. Even compared to other low tier killers he has not luch. Clown has a strong chase without too much counterplay. Legion has mobility and info. Who would you say is weaker than Meyers. If theres not at least 4 or 5 he is one of the weakest killers in the game.
I'm not trying to be difficult. If you can change my mind I would be happy to. I love Meyers but that doesn't make him strong. I have no problem with weak killers as long as they're fun. I used to be a pig main after all.
Sadako, Skull Merchant, Pig, Trapper.
Sadako's power gives her some mind game potential and map presence, but she's one of the killers who is negatively impacted by their own power's keynote gimmick. Condemned is something that she will rarely ever get and she can be pretty easily stifled out of her teleporting. Her TV spawn rules are also not great which often can leave her in lurch.
Skull Merchant is all tracking info and basically nothing to supplement it. Haste for claw traps is okay if survivors actually disable your drowns, but drones don't really pose enough threat to warrant giving Merch a free speed buff unless you absolutely have to. She's negatively affected by having exposed in her kit as it basically can't happen as long as a survivor just leaves the loop.
Pig's not in a great spot and hasn't been getting better for a long time. The slowdown of reverse bear traps isn't going as far as it used to, she can't gimmick someone into a head pop anymore, nerfs to her addons in the past have left her with far less control of the way her power is weaponized in games as well. She keeps getting weird micro buffs to the worst part of her power Ambush Rush that don't really make her any better.
Trapper is the oldest killer and by design he has always had trouble keeping up with higher level play. Over time just like Myers this has gotten worse due to the way players play the game now and things like palette density and map size growing exponentially. He's absolutely the worst killer due to the amount of set up he needs to and he's ultimately an over simplistic m1 killer.
There is also a case to be made for Legion being worse than Myers as well.
Legion does have mobility and tracking in their kit, but they lack lethality. They are an injury machine but your power actively prevents you from ever downing someone through it unless you hit everyone and comes with a massive stun afterwards. A lot of the Legion's addons aren't really worth using and they've had they've had the amount of pressure they can apply stunted due to perk nerfs and changes to the amount of time you can make someone spend mending. They are in a better place than they used to be, but I wouldn't say they are better than Myers necessarily. It can go either, if the length of stun on Feral Frenzy were decreased I would say they are better by just a small margin.
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@Shikadi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401621#Comment_3401621
- No one would play Dead by Daylight if it was "just do generators" and there was no killer. Turning it from a game people play/enjoy into a game no one would willingly play is effectively the definition of ruining it.
- I don't think anyone SHOULD have an "easy way out" if everything doesn't go their way. That's just part of the game. No other online multiplayer game I've played treats this as acceptable behaviour and with good reason.
I guess my real question is, if there's no punishment, which of these reasons is it?
- It's intended but not implemented yet
- The devs haven't thought of an effective detection method
- The company considers it acceptable behaviour
There isn't really anything to punish.
One of the first thing you have to consider in DBD is "Does X action or inaction prevent the game from progressing and ending normally". People going AFK sucks, but it doesn't actually hinder the game in any way. Survivors are actually more able to do gens and leave so the game at it's easiest to progress and end under normal circumstances. There isn't a always a clear cut reason as to why someone AFK's also so enforcing penalties can often be seen as heavy handed. That said I do believe there is an in-game category you can report under, but don't expect anything great. If they for some reason are punished you won't know and it will be something very light.
Most other multiplayer games don't make players so directly responsible for each other's fun as DBD does. Other games want you to have fun with the game even if your opponents, but dbd is sorta built to have one side effectively be the game full stop.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402537#Comment_3402537
I'm sorry but you are incorrect. Myers is incredibly week. He has no anti loop that actually matters and no mobility. Smart survivors won't group up so you won't get more than one survivor for each deployment of tier three normally. Also good survivors don't heal. They sit on gens instead rendering a tier 3 pointless. To wrap up he has less in his kit than almost any killer so he is objectively one of the weakest killers in the game. Fun. But weak.
He's weak, but he's still far from being the weakest killer. He's low mid at best all things considered the issues he has have been there since day 1. The problem isn't his kit so much as everything else around him has changed. He's not a killer that was ever meant to have antiloop because antiloop wasn't thing to consider for him as he's a stealth killer who's power revolves around the exposed status. He's one of the few killers that have built in exposed that actually aren't harmed by it being there. He himself hasn't changed, but the tools survivors have to deal with him and the way maps are made now with being gigantic have changed.
Tier 3 is also not rendered completely useless by survivors staying injured. He still has a longer lung and faster vaulting which while ultimately small still constitute an increase in power which can then be combined with perks to give him a sharper edge.
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@devotedDBDenjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402863#Comment_3402863
sloppy butcher = more consistently staying injured
iron will only works while injured
😁
That I get, the part that makes no sense is how that constitutes removing the part where it doesn't work if your exhausted especially considering Sloppy don't cause exhaustion