ReikoMori
ReikoMori
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- ReikoMori
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@LooeDbD said:
just had a steve running really fast and blinding me across the map, i thought they were gone but no?
They are never truly gone, just temporarily suppressed. It is a never ending arms race between devs and cheat engine users.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395899#Comment_3395899
"Junk that just serves to irritate whatever side you don't care to invest time into."
You're literally describing Franklin's for many players. It doesn't even counter much of anything besides medkits. By the time you hit a toolbox, the charges are already gone. There's no reason to counter a key or a flashlight, especially after this upcoming mid-chapter. It's mostly an anti-medkit or anti-fun perk.
You consider it an anti-fun perk.
Now, I'm not exactly what fun it inhibits considering items are usually the some of the most non-interactive things in when you're not using a flashlight. Franklin's can be used strategically to force survivors into disadvantageous situations due to them being too obsessed with getting the item back setting them up for easier hooks.
Like if you're that hung up about an item you probably should work on learning how to mitigate being deprived of its use via the things in the game rather than advocating for a tailor made hard counter which is an actual anti-fun move. That's the kind of thing you file next to people wanting killer powers to suddenly stop working or changed to be essentially ineffective rather than learn to overcome them with the perfectly viable tools already available to them. That's like killers wanting perks that counters survivors being able to run.
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I've never really seen the point in limiting myself of possible perk options without any real reason to do so. There are a lot of perks I just don't use often due to them not fitting well with my playstyles.
Most exhaustion perks don't mesh well with my playstyle cause I don't really go outta my way to get into chases to the point of feeling like I need that much of an edge.
I don't use perks that aid in slugging very often cause I tend to immediately go for the hook and thus slugging is super situational for me to the point that using a perk slot on it seems not worth.
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@kisfenkin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395826#Comment_3395826
I don't think you understand what luxury means. Items are forced to be bought while a player levels. The entire game is balanced around survivors bringing them. In fact, they are expected to bring them. A luxury is something few are meant to have and is somewhat difficult to get.
Items are, in many matches, a necessity, and at the very least they are a tool expected to be used.
By the way, Franklin's is easily countered with Built to Last, as well as just sitting your item on the ground, so saying that it isn't supposed to be countered is also wrong.
As to the OP, @NovaKane, I think White Ward should have the OP's suggestion built into it. They should also make the broken key a single use item that knocks an add-on out of the killer's hands. Counterable by a Black Ward.
Broken keys shouldn't do that, it doesn't even make sense for them to do that.
As for an anti-Franklin perk, it's a silly idea. Because they aren't going to ship a perk like that in a vacuum instead it will likely come with a killer perk that either invalidates its function or causes an even more detrimental scenario than Franklin's ever could.
The game can be played perfectly fine without items and the game is balanced more towards not using items than using them. It's part of reason why items tend to need more nerfs than any sort of buff because they tend to unbalance the game in specific areas. They are meant to be used, but nothing is meant to be used without risk. Franklin's introduces a fair amount of risk to using items and there is already ways in game to mitigate that risk somewhat. Taking tools out of the killer's toolbox or making hyper niche counters via perks isn't going to make the solo experience any better because a lot of the solo experience is predicated on usually not having the time invested to know how to use the mitigation tools and techniques already available to them.
Also, can we just stop asking for counter perks for a while? Like ask for something that will genuine improve the experience of playing the game for everyone no matter what they play rather junk that just serves to irritate whatever side you don't care to invest time into.
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@AnchorTea said:
Title. Killer is such a high-pressure experience that I am completely drained after 5 or so matches. To try to prevent this I make things manageable by having gen-regression builds but I hate how I need them to feel like I have a chance of winning. I start to feel so resentful to survivors that I'd BM sometimes. I had the urge to facecamp someone during end game.
I don't want to play a game out of hatred/spite. How can I manage this?
The first step was to start playing Killer less in general. Anything you do a lot will naturally breed a level of anxiety so lessening the amount I played helped a great deal. After that I started just focusing more on having fun and getting bp rather than being overly concerned with hooks/kills. As long as I get a lot of bp the outcome isn't as important to me, like I still enjoy winning and feeling dominant when I can. Just I don't get so hung up on seeking it out.
Playing Survivor from time to time also helps. If you're good at killer then you will most likely do pretty well as a survivor and it becomes more of a play break. I don't sweat as a survivor because I know most of the maps by heart due to playing killer so much and I know how most of the killers function and what they can and can't do so I can just kinda sit back and listen to music while playing survivor.
I still get stressed out by playing killer games, but not as badly as in the past. It's really just a balancing act of learning when to let go and when it might be worth the anxiety to sweat. If an event has something I want I will usually bother with sweating to get it, but the moment I get it I'm usually not gonna even remotely continue to do anything that builds my anxiety.
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@smartemarte said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394199#Comment_3394199
look at the "streamers" that are on 100 game winning streaks with him with 1 perk ..... or waiting until the survivors are down to 1 gen .... you can't do that with any other killers other than blight or nurse so what does that say about them ?
You can do that with killers other than Blight and Nurse it just takes more work and isn't as consistent.
Streamers spend hours upon hours playing the game and while there is a lot of them they only constitute a very small fraction of the people who play this game. Most people you're playing against aren't a 10k hour streamer with high level game sense and even the ones who are lose. Winning 100 games in a row is impressive, but that as much to do with luck as it does with skill. There are survivor main streamers who do 50 and 100 escape in row challenges. Dowsy's famous for his Hardcore Survivor series. Noob3 was doing chain escapes at his peak. I've watched Entity's Left Hand who played trapper exclusively win tons of games in weird and different ways even when trapper could only carry 1 trap.
You yourself can do it with enough time, patience, and luck. If you've ever gotten adept achievements on survivor or killer you've technically already done it a small scale.
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@smartemarte said:
completely missing my point ...
you should be rewarded for learning a killer but it shouldn't mean you're going to win 99% of your games automatically because your ability far outweighs what survivors can do ....
I can say with certainty people who play Nurse and Blight aren't winning 99% of the games. Also if a killer's ability outweighs what survivors can do then you should be expected to have a harder time and shock/horror even lose. It works the same way when a group of survivors collective ability outweighs what killers can do. No matter what side you're on you bring the skills and tools at your disposal and whoever uses their stuff the best or just happens to get alittle luckier on the day wins.
The amount of good Blights and Nurses is really quite small compared to the number of people who actually play them. Most people play them a few times and drop them so often you're encountering the same few handfuls of players who've put the time in and would probably do about the same with other decent killers. Survivors have a lot of tools and are getting more as time goes on even if your gameplay isn't gaining more complexity. You'll be fine.
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@smartemarte said:
two of the must unfun killers to play against unless you're a hardcore SWF team...
there is a reason they are go to killers in tournament games and there is a reason some of there addons are banned ....
the issue is not that they are easy to play it's the fact as soon as the player has put the time into learning them they are extremely hard to play against and almost impossible to loop even for tournament players where they are lucky if the killer only gets a 3k. Both of their skill ceilings are far above the top abilities of a survivor meaning you're going down quickly regardless of what you do unless the player messes up.
Add to the fact that solo survivor matchmaking is a joke and you have team mates that go down in 30 seconds it's a complete waste of time.
will inevitably get the "they're easy to loop once you learn" but as I said at the start if you watch tournament matches with tournament teams they are almost always 4k'd vs these two killers.
There is a reason both of them can play without any addons comfortably and win as long as the player has put time into learning the mechanics.
That should be the goal of a killer design, where once you've put the time in that the killer at their base should be comfortable to play and decently successful without addons.
Also, the game isn't balanced around tournament play nor should it be as this game really isn't well suited to that type of competitive play even though it is fun every now and then to get in on a tournament. You're asking for two killers to be "fixed", but they aren't "broken" to begin with. They are basically functioning as intended. Nurse has taken a lot of nerfs and basically shrugged them off due to the fact that her power is what it is. Unless they decided to completely change her power there isn't anything much left to do to her. She's the fairest she's ever been without sacrificing the steep skill curve required to play her. Blight hasn't taken near the amount of downtuning Nurse has, but he's fairly difficult to learn and his power most functions as intended and he's much more manageable to play against at base than going against Nurse. He still has to play dbd while also playing geometry wars pinball which means once you learn how he works and how to play around his gimmicks he isn't all that threatening in most situations.
Killers with higher skill ceilings should feel very rewarding to invest time into.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390379#Comment_3390379
forced penance is to apply broken to the person doing a pickup heal - that's considered a protection hit. sloppy is so the runner can't heal in chase and maintain pressure once penance falls off. maximum uptime on injuries. jolt is to remove the progression made on nearby gens. pick up the downed player with thrilling tremors. drop them. go to the red gens. do another chase after kicking the gen. pick up the body when thrilling tremos is available again. do a body swap. if you down all 4 then force a standup by droping a player multiple times.
of course the survivors would have to be bad. that's not the point. point is even in this dumb scenario a killer still technically wins with zero kills. so is that actually a win?
i think i prefer the mindset of kills=wins. at least it's more interesting than emblem technical wins.
here's another technical win - killer doesn't chase all game. runs instant down bear traps on trapper and blood warden. extra close hooks. places all traps near the exit gates. and waits. hooks everyone by "winning chases" without defending any gens and only having the 1 down for 4 people. hooks everyone. technically it's a win if the killer gets 4 golds.
So if you don't defend gens at all there is almost no way to obtain a gold in gatekeeper. Trapper's instadown trap addon Honing Stone is conditional on survivors not letting teammates free them and instead freeing themselves which after someone goes down the first time they won't do that again if they are remotely trying to win. As for the Trapper if they don't engage in a chases they can't get a gold in chaser due to the emblem being time scale dependent. You get 90 points per second for the first 15 seconds of chase time, but that point value decays the longer chases goes on till it scales down to 30 points per second. The game does not really favor extremely short "chase" scenarios. It takes 650 points total just to get a bronze in chaser.
I will err on the side of caution and say that maliciousness does take power usage into account for the sake of argument which would mean that Trapper gets 4 points for "damaging" each survivor once and 16 points for having all 4 survivors go through both hook states which totals to only 20 points. So that means the malicious emblem is bronze at max playing in the way described. I'm not super sure on this one as his power isn't counted as a basic attack. He would get a gold for devout as it is a 4k with all survivors being hooked once for 1 point and 8 points for survivors all dying on hook for a total 9. In order to get the ten points needed for iri devout you need 9 hooks total.
So you get at the end of the trapper game a broken gatekeeper cause you didn't attempt to defend for the first 9 mins and spent that time setting traps. You get a bronze maliciousness emblem, a bronze chaser emblem, and gold devout emblem. This means that anyone who were to do that if there were at Bronze 3 or higher they would depip. Which would constitute a loss.
As for Forced Penance, if the survivor is still in the dying state I do not believe you get a protection hit scoring event from being hit while healing them. I could be wrong, but the way it reads on paper with regards to what conditions trigger protection hits(hits within 10 meters of Injured survivors or while killer is carrying a survivor) and with how notoriously buggy that scoring event can be. I feel that even in this scenario it would probably not be offering much value. Healing mid chase isn't really gonna be an issue with the changes to self-healing so don't really need sloppy. I'm not gonna go into another full breakdown though.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390329#Comment_3390329
you need... i think it's 12 out of 16 emblems?... to stay max rank.
which means technically you could "win" by getting iridescent on 3 and nothing on the 4th. which means theoretically you could "win" as killer having never hooked a player.
the fact that this scenario exists AT ALL makes it possible that there are other nonsensical scenarios that are technically possible, but that doesn't mean they're realistic or should be considered viable.
to get this scenario to happen a killer would simply need to go 9 minutes without a gen being repaired, winning chases by ending them early, and apply pressure to the downed players that are constantly getting picked up. forced penance, sloppy butcher, jolt, and thrilling tremors should make this doable.
then the survivors can all escape. is that a win?
If you hook no one at all then you can't really gain devout emblem properly.
At best you could iri gatekeeper, maliciousness, and chaser. Realistically though even with the perks you listed it is unlikely to get iri gatekeeper due to a variety factors. Though I don't see how Forced Penance helps as it is a protection hit dependent perk that just makes the survivor broken and if the idea is to just make them spend time healing with sloppy why you would take forced penance is beyond my understanding since should you get it then it sort of nullifies the point of having sloppy. In theory there is nothing wrong with Thrill or jolt though thrill isn't really able to help you hold gens unless you have strong patrol routing and high mobility.
From experience of getting no hook games you can still gain a single pip if you max out your maliciousness, chaser, and get a gold gatekeeper which is more realistic depending on the killer. So by the grading metrics of the game it is still technically a Pyrrhic win at best. Unless you have a team of No Mither players there will be a point where none of them can be picked up because they'd all be slugged. At that point you'd need to hook or bleed them out both of which the game scores you on. You get 1 point per bleed out which is the same as single hooking each survivor. Which would give a silver emblem at best and bronze at worst if somehow only one person bled out.
If all survivors escape the emblem wouldn't scale since you didn't hook but you're likely to still get a silver or bronze gatekeeper so as long as you get max chaser and maliciousness you at worst you just barely depip and at best barely null pip.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390112#Comment_3390112
That‘s because a 4k is a win? It’s the only win. How else would a killer win? Destroy the gates? Killers are killers for a reason. Their goal is to kill. Hooking is a method of killing. Moris are a method of killing.
it’d be kind of weird if the goal of the killer wasn’t to kill. Let’s assume hooking was the goal. Then basically getting hooked would have to remove survivors from the game. Thereby hooking would eliminate a survivor. Which is the exact same thing as killing a survivor.
i mean we could always get rid of the entity sacrificing mechanic and make it so the entity no longer kills players after they’ve been hooked a certain number of times. Maybe that would be better. Instead of dying to sacrifice you just have a consistent bleed out timer. Once it reaches zero you die. That means no more hook farming teammates and no more rage quitting by hook pogoing.
The game doesn't even stipulate that 4k is the only win. It's a sliding scale that's graded on the curve with the devs preferring to see a 2 and 2 split ratio between kills to escape.
Kinda why the game is set up to tell us vaguely where on the scale we fall from entity displeased to merciless killer. If you're able to consistently hit ruthless killer you're winning as per the game's calculation. If you're getting brutal killer you're still technically winning, but most consider it at best a tie as brutal killer doesn't cause you to pip or depip usually.
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@Th3Nightmare said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385402#Comment_3385402
This is WORST that my idea, with my PERK u can HOOK the entire game (match) if tunnel, with the new one only 4 hooks.
Both your idea and the actual change aren't good. At the very least the actual change is trying to address the issue the perk causes without making someone keep track of a per survivor timer.
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@Th3Nightmare said:
My idea is to take it to avoid the tunnel and it would be the following:
Once you hook a survivor into a white hook the perk activates 15% on the most advanced gen. Once you hook the survivor, that survivor will have (40-35-25s of CD) to be able to reactivate it on that survivor.
So if you decide to tunnel the same survivor, the PERK will not activate
- Scourge Hook: Pain Resonance
- You start the Trial with 4 tokens. The first time each Survivor is hooked on a scourge hook, lose 1 token and the generator with the most progress explodes, instantly losing 10/15/20% progress, and will start to regress. Once you have no tokens, Pain Resonance deactivates for the rest of the Trial.
You can't tunnel with it anyway. It only works on the first time you hook each survivor.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384258#Comment_3384258
gotta be honest. Coming from league of legends - griefing is hard to get escalated to a proper ban. Botting and hacking less hard. Robbing the virtual store and ddosing servers takes the least amount of time because it’s escalated quickly.
From one league player to another, very hard. Still, doesn't hurt to try. Sometimes it works or at the very least they get put on a little time out.
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@kamosongs_ said:
hello everyone !!
i’m new to post discussions wanted to give my points to make a3D version of it..
just as the theaters have ‘ real D 3D ‘ it’d would be much cooler if Dead by Daylight will make available ‘ real 3D ‘ glasses for gaming standard
stop the game as holding it’d back until you fix it for those mechanics or or… you can do it through a ptb and only thing you’d have to do is sell the ‘ real 3D glasses online through your website
thanks for reading <3
This game would turn into a vomit simulator.
It's already got problems with it's visuals and you're wanting to make a mode that would increase those visual problems to the point of giving motion sickness to even folks who normally don't get it from dbd. Also the cost of Real 3D glasses isn't exactly low and I doubt they'd make a good ROI on something that niche.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384143#Comment_3384143
Let’s be clear here. Asking anyone to record their matches on a regular basis is too much - especially with a secondary program that requires additional setup. The average consumer is not a streamer. If the game doesn’t do it automatically (like league of legends and r6 siege) then that’s simply just not realistic.
yes, i know it’s possible, but consumers aren’t moderators. And they’re not streamers. If this is truly what should happen then it’s on behavior to provide the match replay system and not the player.
when a player reports another player then the match’s replay gets pulled and the timestamp provided by the report should be enough.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384163#Comment_3384163
gamebar on pc has a clip feature
xbox has a clip feature
psn might have a clip feature
idk about switch.
I agree that it is not the most reasonable thing, but you use the system available to you. I'm the same as you just a person who simply plays the game and wants to see the game be better. Also psn has a very robust clipping feature just gotta hit the share button on the controller.
Another reason why I suggested going through the hassle of reporting is it very much feels like people get away with jerk stuff like this until they build up a volume of reports.
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@BougieBlackChick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384093#Comment_3384093
I don’t record my matches and I’m not a streamer so that’s a moot point. I’m literally just venting. That’s allowed here if I’m not mistaken.
Venting is perfectly fine here, but please record and report incidents like that as it helps with the health of the game.
obs is lightweight and free if you're playing on pc.
It's a hassle I know since you don't normally do that, but it helps a lot to get people like that off the game and trust me when I say this game is usually in need of a jerk purge.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382240#Comment_3382240
2 things.
1st, Self healing is in fact more efficient than altruistic healing, by miles away. Self healing at base, takes 16 seconds of total survivor time. Altruistic healing takes at least 32 seconds (2 survivors spending 16 seconds) plus the time it takes to find them. So they are definitely different. I suspect that what they'll do is nerf self-healing alot but either not nerf or only slightly nerf altruistic healing.
2nd, just because nobody complained about it regularly doesn't mean it isn't a problem. It is obvious that the devs are trying to discourage this massive "gen defense" meta from killers. They have basically killed the last good gen defense perks. The only reliable good one left, is basically deadlock, and even that one is mostly to counter gen rushing. They want to make it such that kills no longer feel like they have to bring all that gen defense, and instead buff their basekit pressure. And the most interesting way to do that, is to nerf healing. That way, kills are more encouraged to focus multiple different survivors to spread pressure. They won't be able to massively defend gens while tunneling someone anymore with pain res + DMS + deadlock. They now will be forced to spread pressure in order to do so.
However, you can't just nerf all the gen defense and expect killers to "pressure multiple survivors" if there isn't actually a reward for doing that. The reality is, they are trying to make spreading pressure actually worth it for a killer. The only real "problem" here is that the S tier killers like nurse blight and spirit are gonna get buffed from this and be stronger. But what difference does that make? They already are insanely powerful against average survivors.
Why not, buff basekit killer pressure spreading, and then NERF the problematic killers? Bring the top tier kills more in line with the rest of the killers, then buff killers as a whole. Similar to their philosophy around SWF and solo queue, but just a bit opposite. I.E. Buff solo queue survivors in a way that gives them access to some of the same information that SWF have, then we can nerf survivors as a whole and....oh wait, they are literally doing that.
Nurse can't be brought in line in that way though. They've tried several times, but the reality is she's just not playing remotely the same game as any other killer. She doesn't really respect what could be considered the rules of the game so none of her nerfs really scale her power in ways that feel helpful.
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@DrPatriot said:
Traps that are placed far apart should be stronger so as to reward Trapper players who play the whole map. This could be as simple as scaling their strength with the distance to the nearest trap.
Trapper's traps don't have much that qualifies as "strength"
It's a regular old bear trap. It either works or it doesn't so how does your idea work?
Like walk us through your reasoning
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382603#Comment_3382603
Yeah every game requires concent form other parties and they may not have as many connections as dbd but they have cross progression
The vast majority of games with cross progression either shipped with it or it was added fairly early on in their lifecycle.
Not many games that are 6+ years old are getting cross progression. Hell in the case of a lot of games that do have cross progression/play it is usually only with pc/xbox/ps4-5 as Nintendo has a history of actively not allowing it cause they don't like the thought of players playing something off console.
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@Pulsar said:
Somehow, Insidious Bubba is being buffed this patch.
There is no nerf for standing still at basement my friend.
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382491#Comment_3382491
Uh huh sure it is because this is a rare phenomenon that prevents it
Actually it isn't a rare phenomenon that prevents it.
Cross progression and cross play does require an amount of consent from parties other than bhvr. If console makers and other rights holders don't want to support it for your title then it isn't going to happen. It's easier to get cross progression and crossplay at the very start of a game's life than it is to add it 6 years later unless your game is like mega hit. DBD has done very well for itself, but it isn't on the same scale as a lot of the free to play games that do cross progression with consoles.
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@Iron_Cutlass said:
I have always advocated for accessibility changes since I feel like more people being able to access something is overall a good thing, but it seems like a lot of people have misunderstandings of what "accessibility" really is.
Accessibility is something that helps bridge the game between your average players and those who may have some issue that holds them back. The easiest and most common thing to address for game developers is deaf/hearing impairment options, they often try to use visual indicators to help level the playing-field for players.
BHVR is introducing a Visual Terror Radius option for players, so let me break down and debunk common arguments against it:
~ "Isnt this just giving Survivors a free perk slot?"
- No, this is not. People who are deaf or deal with hearing impairments ran Spine Chill to have some sense of Terror Radius for the longest of times. Unlike other perks, they did not run this because they liked the perk, they ran Spine Chill because they felt forced to, otherwise they would not be able to keep up with other Survivors.
- If accessibility options were there since the beginning, then people would have used those options over Spine Chill anyways.
~ "This is giving Survivors free information yet again."
- No, this is not. The Visual Terror Radius is intended to work the exact same as the normal Terror Radius, just in a visual format instead of an auditory format. If a Survivor is Oblivious, or the Killer is Undetectable, the Visual Terror Radius will work the exact same as the normal Terror Radius in those instances.
~ "Where are the Killer accessibility changes, this feels incredibly bias."
- While I understand where this is coming from, you need to understand that DBD by itself is an asymmetrical game, meaning the two roles are fundamentally different. Because of this, it becomes difficult for BHVR to balance since they want to avoid providing a competitive advantage. Survivor is a lot more straight forward to change than Killer in this instance.
- If you have any suggestions, I would recommend using the Forums' Feedback section to give it. BHVR does sometimes listen to suggestion and even add them into the game (it one of the reasons why accessibility options are even there to begin with).
I hoped this helped clear the air for those who do not understand why the Visual Terror Radius is a great change, rather than spreading hate or misinformation, I would much rather inform people on these topics, especially since I myself am affected by it since I have a hearing impairment, which allows me to speak first-hand about this.
If you have any questions, or want to give some input, feel free to do so, this is a public forum for a reason, so dont be afraid to do so. :D
I know from experience that the DBD community can be very adverse to accessibility options.
I had folks jump down my neck when I suggested that it would be nice if the devs could scale back the preset volume of chase music because some of the killers have chase music that makes playing the game difficult for folks with overly sensitive hearing and Tinnitus.
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@ProfessorDunwich said:
I’ve played party games. They get old fast. The amount of strategy in this game is very high, much more than other competitive games that are not dubbed party games. A skilled Killer will crush new Survivors almost every time. A group of skilled Survivors will crush a new Killer almost every time. This consistency is not seen in party games.
The competitive nature of this game makes it stressful and enjoyable. I enjoy the occasional meme or farming game, but I would not be playing if this was standard.
Very few people who are new to any game suddenly just do well at the game. People who are new to Mario Party and don't know how the board rules or minigames work lose to people who do pretty much every time. Doesn't make it any less or more competitive. The applies to dbd.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379321#Comment_3379321
Or you can learn to run Sloppy or change anything about your builds or playstyle instead of complaining on the forums, Killer biased person.
I think you have the wrong person.
I'm pretty fair about my stance and I play both roles with about the same level of skill. I prefer killer as it is the more interesting role in terms of mechanics, but I want to see both sides do well. It didn't take a rocket surgeon to see that healing has been out of control for quite sometime. This isn't even the first time the devs have done drastic changes to healing in an attempt to reign it in. This is just the first one that's been this comprehensive.
I don't really have much issue with dealing with healing teams because first off I'm a Legion main, so you're not healing no matter what you bring. Second I've got Franklin's on speed dial and never got around to being all in of a full slowdown build so I usually can sub a perk out. The times when healing is a big issue for me is actually when I'm playing survivor because currently everyone wants to be a one man army self heal. Self healing was never meant to be more efficient than being healed by a team member and since it has gotten this potent it has started to actively mess up my blood point gain because I can't get enough altruism score.
Call me whatever you want, but healing needed to be paired all the way back so they can actually fine tune up it once they see how the data looks over time. If you want to couch this is Us vs Them junk, killers paid far too high of a price to get healing adjusted considering every single regression perk has been substantially weakened or gutted outright. We went from complaints of "killers should have to kick gen for best regression" to "OMG nerf gen kick meta already".
In short both sides got what they wanted and now no one is happy. Except me, cause I'm still gonna boon, tunnel, kick gens,bother folks to let me heal them and not take it that seriously.
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@NerfDHalready said:
title. i'm loving coh and medkit nerfs but 24 seconds is so unnecessarily long. i don't think i play the match out if the killer runs stuff like coulrophobia sloppy and all that
Ah yes, all 12 killer mains who run Coulrophobia and the TR perks necessary to make it truly functional.
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@RakimSockem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379249#Comment_3379249
Trust me, it used to be worse. If you think Prove thyself and resilience are popular now, they were pretty much standard back then with DH, adrenaline, or something else to help in end game
I am aware as I was there.
I've had the dubious honor of playing this game since 2016. I remember when games used to be legit unwinnable and hooks were even more sparse and could be broken forever. I remember when we couldn't kick gens.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379293#Comment_3379293
Yeah, duh, no one is going to bring Self-care, it was already considered bad at 50% speed.
But that makes this 'take self care' comment kind of asinine, don't you think?
It doesn't make it asinine.
If you want to heal yourself consistently without bringing in your now nerfed medkits, you'll be bringing Self Care. Diminished healing is still healing which is preferable to no healing whatsoever when push comes to shove. Besides you'll need to take Self Care now anyway because CoH gives a speed boost to healing others rather than letting you heal yourself and it don't stack with medkits no more.
Literally, either the team cooperates in healing each other or you run self care.
I just want to keep rubbing bones cause blue fire go brr.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379271#Comment_3379271
If you bring self-care after this patch, I am reporting you.
Jokes on you, I'm a Mikaela player, I'm still bringing CoH and Shadowstep. I also I run bond so I'll just make you heal me.
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@DudelPuma said:
advantages of CoH and Med kits (I can heal myself up, I don't need anyone) after the nerf of the med kits and kill of CoH they will almost only become half life, in the solo q you almost never get healed up and when it comes to that then they only notice it very slowly, meanwhile in a swf "come on shack let's heal up" more efficient heal in the swf, solo q even more miserable :D nice bhvr, i'm no fortune teller but small spoiler, prepare yourself for many complaints about the solo q before, q solo is still much weaker than swf and misarable but make it worse ? noice xD
well as i can see med kit nerf is good but nerfing CoH even though you have no other way to heal yourself up in the solo q will end up with people starting to play more swf instead of solo q, understandable! why play a stupid role that is miserable and now being made worse when you can abuse swf ? solo q action buffs would be something so that solo q can play selfcare, etc
Take Self Care and Botany Knowledge. The game was never meant to have solo self healing be as efficient as it became in terms of frequency, speed, and item/perk slot usage.
If you want to be able to heal yourself super efficiently, you'll need to dedicate a significant portion of your build to doing so which is how it used to be back in the day and it should have stayed. So it is good that it is getting back there which will hopefully force people to actually play more like a functional well rounded team that heals each other.
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@RakimSockem said:
While I would love to create a post about the amazing perk, Deja Vu, this is sadly not what this actually is. Sorry
People who have been playing DBD for years pretty much have an idea of how the games will go from here because we've been here before.
Remember prior to CoH during the last big healing healing nerf/Sloppy Butcher buff (i forget if these happened simultaneously but in my head, they did) and survivors decided "well fuck it, if healing is going to be that much of a pain, we'll just stack "second chance" perks, resilience, and bring toolboxes because what else can you do?"
Yeah, we're pretty much back there, except Dead Hard actually sucks now (I never used it so I don't care), DS is still dead, Mettle of Man which used to be a little busted is also dead and there's pretty much less 2nd chance perks to make up for the lack of healing. Either way, I feel like toolboxes are pretty much going to be in every match and people are just going to rush gens and it's going to be boring af but those are just my thoughts
Every time I turn the game on I usually see folks trying to toolbox me to death so nothing has changed really.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378793#Comment_3378793
Ok. But what is the actual point in lightburn for a killer that is that bad already? The people playing wraith are typically not that good/ are new in general anyway.
Lightburn originally shipped as a unique weakness of the Wraith. Flashlights are a very hard counter to his power and it was meant to be a way for survivors to stop him from running around cloaked.
At the time the game was still considered to be more stealth focused instead of needing to react quickly in chases. So the best guess I can think of is that it was meant for you or a teammate to burn him out of cloak from stealth. I don't really understand why Nurse has it as it is extremely hard to trigger on her. It kicks her out of her blinks early, but very few people built up the skill and courage to challenge a blinking nurse with a flashlight. It's one of many legacy effects in the game that don't mesh well with how the game is played at this point. Wraith was never particularly hampered by lightburn to begin with under normal circumstances and only really suffered from it when a dedicated flashlight squad turned up.
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@Saiph said:
The reason why it was not a good solution back then is because some survivor loops were literally infinite. That's the only reason it could be abused. In modern DBD, you could loop the killer near the hook and you'd run out of resources quite fast.
The amount of intellectual dishonesty on this forum is astounding. It is obvious that OP's solution is not perfect as-is, but it's not hard to come up with something reasonable, like hook timer getting slowed down by ~33% the closer the killer is or something. Even the solution proposed by OP as-is is by far better than what we have now, but sure let's keep doing nothing until only SWFs are left playing this game.
That is incorrect.
What happened in the past was that teams would just use two people to keep the killer occupied with staying around the hook. They wouldn't even really try to engage in chases they would just threaten to make the save and then run way. See the issue was that the proximity for camping detection was well understood pretty quick. Survivors would stand and run around the bare edge of the range where you could keep the hook timer paused. Psychologically, the killer would still be trying to effectively play the game, but the survivors were now in possession of a tactical advantage that functionally stims from that type of mental stunlock.
It had little to do with infinite loops because you weren't hard looping to begin with. You just needed to keep the killer within a what was a fairly generous detection area to be counted as "camping" even though they were actually actively trying to play the game. Meanwhile the hooked survivor is stuck and the one survivor who is not engaged in baiting the killer is doing gens opposed. It was legit just unfun in every metric.
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@irnbru said:
Sadako, pyramid head, knight, and I can go on forever but most of it if not all killer addons are weak and pathetic that even brown addons are considered S tier compared to an iridescent addon.
Well there are a few ways to approach this:
One way is to blame survivors, which is a common stance you'll see though it don't really make sense. The logic being that survivors don't like dealing with killer addons that drastically shift the way a killer's power functions and thus the devs started just making addons be more about covering weaknesses rather than changing strengths.
Another way is blame killers, which is another common stance. The logic being that killers either lean to heavily on overpowered iri addons or abuse gimmick addons to the point that devs have no choice but to sort of just front load more standard buffs into lower value addons and stop making actual gamechanger style gimmick addons.
A less common stance is that the devs have just sort of ran out of ideas.
No matter what stance you agree with the reality is that each killer has I think like 28 addons and at that amount a lot of them just aren't going to be particularly useful. You're gonna get a chunk that influence the least useful aspects of their power.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377733#Comment_3377733
What you suggest then? How we nerf tunneling? We can't just make gens 120s or secondary objective and hope killers don't tunnel. Those who do so now certainly will and have even more time to do so. Basekit ds would solve the problem.
Short of turning survivors invisible for a period of time enough to ensure they can escape after being unhooked you can't really do anything to "nerf" tunneling.
The best way to adjust it would be to change how players interact with each other. You can lessen the effectiveness of it if say there is a respawn system introduced and we shift the game from a static hook sacrifice system. That would help, but even that wouldn't end tunneling
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@HPhoenix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377757#Comment_3377757
Yea I can see it now
Loop the killer near the hook survivors while two people work on gens.
We have two perks that counters camping, in a way, which is Kingship and Reassurance.
That's exactly what they did.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377753#Comment_3377753
This was tested literally 5 or 6 years ago.
The game was actually extremely Survivor-sided then.
It should be tested again today. Maybe it results in the same, maybe it's a viable solution. Th game is so different now that I think it's worth testing it in a PTB, what harm could come from it?
Do you understand why it didn't work back then?
Also we don't even need to retest the original solution as basically the same result was reached when Rebecca's perk was on ptb that literally does the exact same thing just on a time limit.
If the hook timer stops whenever the killer stays near the hook you cause two sets of problems.
- You increase the amount of time people stay on the hook unable to engage with the game in anyway.
- Survivors will rightly make the strategic call in overwhelming numbers to engage in actions that keep the killer near the hook for the longest amount of time possible so they can keep the hooked survivor alive and allow a teammate to progress the game unopposed.
That's the problem with this solution and why it doesn't work. It's a solution that turns into a pure strategic advantage for one party and lose/lose for the other and that is before we get into the hooked survivor being trapped. People who camp on purpose will camp no matter what which also isn't solved by pausing the timer. The people harmed the most are the folks who get stuck on hook because rather than getting the option to wait or exit game on hook they are just permastuck. This almost instantly turned into duos and trios sandbagging their rando teammate and strategic pawn/grief. It wasn't effective in the least at solving the problem and just created new problems.
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@Ἥφαιστος said:
freddy will never get his unique songs
Does the remake Fredboi have anything particularly memorable in terms of music?
I know the original 1980's Freddy has some music, but sadly we didn't get that one.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377709#Comment_3377709
What if you did what that person suggested, and then made tunneling impossible from a game mechanics perspective?
They strays close to implementation of punitive mechanics which is bad design.
Getting rid of tunneling via hard mechanic intervention would most likely be received negatively by the people who use the strat. It would just feel like a punishment rather than a healthy change if it was structured to be a hard lock out of the strat.
Realistically the better option would be to change the gameplay loop for both sides so that the strat can be phased out alongside other mechanical or strategic pain points to just overall refresh the game as a whole. Though that isn't something that is likely to happen in this current iteration of dbd. That would be like a design decision for a DBD 2 Electric Boogaloo or DBD: A Realm Reborn
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@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377716#Comment_3377716
I disagree...
"It's a known and well understood fact that you don't absolutely have to tunnel in every game to do well."
A majority of the killer discourse in these forums does say otherwise. The idea that killers need to tunnel is a widespread and incorrect mentality as of right now.
"Otz playing 60 games isn't the most representative sample of the majority of dbd play. Just like a 4man rush team going for 4 man escapes for 60 games isn't really representative of most dbd play. It's a nice anecdotal example that goes to show proof of concept that it can be done if you are that good. Most players aren't that good and aren't going to get that good because they aren't going to put the amount of hours in. It's not even guaranteed that someone will develop that level of skill even if they play long."
I generally agree with this, but this is why he made sure to not bring any hardcore meta perks or addons. This brings him down a little bit in terms of chances for success. Otz may not be the average DBD player, trust me we all know he isn't, but if you look at most of his games, he doesn't do much different than your average killer unless he has a specific goal in mind. The crazy plays you can find on youtube make up a minority of his plays overall. The idea that people won't develop enough skill to do something like what Otz just did is valid, but would that not be specifically on the killer? If they lack skill and are required to tunnel, then are not being oppressed by survivors, and they just could not make good use of the opportunities they were probably given. Obviously maps and such factor into this, but if a player is unskilled, then they probably won't make skilled plays very often. Unironically, I am saying that there is a "skill issue" here instead of a sheer lack of choices that are different to tunneling.
I've watched Otz on and off for years. I've watched his streams not just his youtube highlights at that.
He does a lot of things that the average dbd player doesn't do even in casual play. The devil is in the details and those details happen to be that he's devoted a lot of time to developing his ability to visualize the game from top down. Which arguably is the most important skill to develop if you want to play dbd long term and not rip your hair out. He doesn't need meta perks and addons which is something else he's went out of his way to prove. He can do the same with most killers' basekit powers in terms of having good games.
People not developing skill is chiefly on them as skill development takes time. What isn't on the killer player is pressure from not having enough per trial game time to work on developing the skill. That comes from a fundamental flaw of the core gameplay loop, but it cuts both ways. To get the time needed per game the easiest and most consistent strat is to tunnel someone out early which forces survivors to slow down. It's important to understand what people actually mean by "Tunneling is necessary", people aren't great at articulating what they are actually thinking in the most vocal folks even less so. Survivors for the most part are just playing the game which isn't the problem, but due to things that just generally favor survivors getting to push their winning condition much earlier than an average killer can deal with you get to see the blame placed on survivors.
Spawn rules in dbd are weirdly lax and put survivors in close proximity to gens early on. Gens aren't complex objects with strict time gate mechanics so that the game has a set minimum amount of time it takes. They have a soft time gate if the killer has no perks or takes no actions that forcibly act as a limiter to how fast they can be done. These aren't things survivors or killers can really change so a lot of average killer andies get in the habit of relying on the proven strats that decrease the amount of inherent pressure so they can focus on trying to build up that skill they lack.
When you're wanting more time to play and the gameplay isn't being changed to give you more time naturally. You're gonna force the issue with whatever means you have available to you. Tunneling has been that mean pretty forever so just because Otz can do something doesn't necessarily poke holes in the concept that "Tunneling is necessary" considering as others have pointed on in this thread that isn't a position that is even widely held, but just something that the more vocal folks say.
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@philward1953 said:
This is EXTREMELY telling in regards to the community's perception on tunneling on BOTH sides.
While Otz obviously isn't an "average" DBD player, I think he is still comparable enough to be an efficient look at the player base.
Also, for further reading, Otz says he played around 60 games, with different killers, mostly using non-meta perks/addons. He also set a rule that prevented him from hooking a survivor twice in a row, which fully prevents him from tunneling.
- His 80% win rate is mostly indicative of his own skill, but this does have some weight when it comes to showing how killers do not have to tunnel EVERY game, specifically right off the bat at 5/4 gens. It's not like killers get sh*t-stomped if they don't tunnel for every game. Sometimes, it is a skill issue, and not the fault of the survivors if a killer is put into a position where they must tunnel to get ahead. There is a time and a place for tunneling, but its not like you'll 100% loose a 4k if you don't (at least in scenarios where a killer isn't at extreme risk like at 5 gens remaining and such).
- The fact that survivors still told him he "tunneled" after he specifically did not hook the same person two hooks in a row is absurd, and is something a chunk survivor player base needs to wake up to. If a killer does not go for, down, and hook a survivor who just got unhooked immediately, they did NOT tunnel. That is not what tunneling is, and it's insane that people think that what Otz did in a lot of scenarios is tunneling. I see the accusations of tunneling as sheer copium.
- As for people who want to be tunneled, that's fine, as some people just want chase interaction. Considering how boring gens are, I think that's understandable. I also don't think there's anything wrong with a killer giving what that survivor wants, or not. When a survivor begs to be tunneled and enter chase, its up to the killer to say yes or no, but the survivor can't turn around an sh*t on the killer for "tunneling" if they then go down. It's their fault they were the killer's next target.
- I have no thoughts on a team trying to prevent a killer from tunneling. Makes sense. 👍️
I mainly take issue with the first two points, as they poke holes in very prevalent opinions the community has. By "take issue" I don't mean I take issue with Otz's conclusions, I think they are apt based on his experiences, I mean I take issue with the opinions of the community.
This isn't that telling nor is it necessarily particularly useful either.
It's a known and well understood fact that you don't absolutely have to tunnel in every game to do well.
Reproving that fact doesn't require Otz to test anything. The issue is player perception at skill levels below that of someone like Otz and player perceptions of people who are in opposition to your role.
Otz playing 60 games isn't the most representative sample of the majority of dbd play. Just like a 4man rush team going for 4 man escapes for 60 games isn't really representative of most dbd play. It's a nice anecdotal example that goes to show proof of concept that it can be done if you are that good. Most players aren't that good and aren't going to get that good because they aren't going to put the amount of hours in. It's not even guaranteed that someone will develop that level of skill even if they play long.
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Does no one get that Tombstone and tuft of hair makes it take basically an entire game to get to tier 3?
How can it be too strong when you legit have to basically almost throw the game for it to offer any value.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374784#Comment_3374784
"What does inflicting any amount of blindness on a survivor he's currently chasing even do for him?"
Denying WoO which is really popular now, downing and slugging them means they can't see their teammate, add knockout and everyone is in the dark, if you leave them be they can't see you with fogwise, no finding people with bond to heal them up.
I'm not going to say blindness is secretly the strongest status effect in DbD but it does more then you'd think.
Take a look at the survivors loadout in your next 10 or so games and see how many perks you shut off for a time. I think you'd be surprised
We've had the concept of object permanence since we were toddlers. WoO doesn't give you any info you that you can't glean with your own eyes unless you're trying to keep track of used palettes. Which considering how there are so many more palettes these days it's hard to imagine running out of them before gens are done or everyone is dead.
If the justification of a status effect's efficacy is slugging scenarios then it sorta probably isn't really worthwhile. It's a status effect that is near useless against people who've been playing the game a long time regardless of skill level and marginally useful against people who are new to the game.
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At that point why don't we just go back to the old days of DBD where killers couldn't even interact with gens?
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@DemocRat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373989#Comment_3373989
Potato potahto, SWF have that information and easily tell their team the exact killer's position. same thing aura or call exact location. SoloQ can't communicate, so Aura have to do the job to bring SoloQ to SWF level ;).
This isn't the high minded debate strat you think it is.
There is a difference between making parity between SWF and Soloq players and enacting a systemic change that breaks the game.
Informational parity has already been reached without outright breaking the game. Keep in mind that the biggest reason people dislike dealing with SWF play is the fact that it breaks some of the more immersive aspects of game which are used to facilitate certain playstyles. Giving that same level of disruptive potential to Soloq players by giving them a killer's exact position for free without at the very least making them burn one or two perk slots to get it is problematic in way that could only result in just having it rolled back or killers getting a compensatory buff that overrides it in an equally problematic way.
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If I'm trying to learn a killer I will usually dodge a few times to get a less kitted out group of survivors. Mainly flashlights and toolboxes are what make me dodge when learning a new killer. Like I want to have a game where I'm not getting absolutely hammered on while trying to get a handle on the killer. Usually it doesn't help though and I just have to run lightborn or franklin's which I don't always want to do first thing on a killer I haven't really had a chance to experiment with partial builds on.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373180#Comment_3373180
https://forums.bhvr.com/dead-by-daylight/discussion/367639/dbd-has-an-aesthetic-problem
"Do they not fit the feeling of a place that's like a horror movie with an actual killer?" VS "it doesn't make sense for it to look like a real world horror movie."
Please pick a lane and stick to it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373349#Comment_3373349
Except they did expand upon Artist's backstory in one of the haddie tomes which adds more depth to Carmina's backstory overall.
I'll be honest with you, I don't play enough to unlock tome lore and haven't had time to read most of it through other means yet.
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@BabyShrimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370126#Comment_3370126
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370156#Comment_3370156
The realm was created by the Entity, it doesn't make sense for it to look like a real world horror movie. It should look like a place you hope to escape, not hope to vibe at.
Trickser's design and story are more like a K-dating sim, and that may sound weird, but this generation and especially anime fans (not the same as K-pop but they can overlap) love the whole scary sadistic romance. I can tolerate Trickster tho, but Trickster + Skull Merchant? I feel like that's too much to ask lore wise.
I think there's a citation needed as to why she could go to the library get millions and get away with murdering other millionaires. I think by ignoring that part, you're setting your expectations too low as a player and consumer. She's not like a horror character at all to me, I mean her weapon, fair enough, but she still is based off more of a modded Fallout 4 raider, there was also I think a DC comic book character with almost the exact same visual design. I think MintSkull said she looked like a merc who had some military background.
You do keep saying there are more horrors than just dark and gloomy ones, well there's more to horror than just slashers too, also thrillers, and actions movies are not always horror. Trapper does seem like a very typical horror character to me tho... I think he's based on Jason. Blight is like this body horror zombie creature, and Demodog is from an actual horror series. He's like this alien creature that opens his head. He is pretty cute, but I can see how he's scary.
DBD already has rich people hunting humans sorta, Trapper. Trapper is also rich for a reason, he didn't just walk into a library and become a Gary Stu.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370187#Comment_3370187
I guess I see what you're saying from a gameplay POV, but I still think there is no excuse to have relaxing happy daytime maps. I think people give the whole "It's normal from the outside, but when you look closer, it's scarrrryyyy" take when talking about DBD. Idc if there's a tree of dead cows, Coldwind is just not what it once was. It's just like a normal farm now. Rotten Fields doesn't look so rotten.
They could have had a really cool scifi killer, they had a cyborg! They could have done so much with it, but we really did get more of a Fallout aesthetic.
I am familiar with Death Garden, and I'm sorry to say it but that failed Bhvr game actually nailed the horror aesthetic better than Skull Merchant. It's not as flashy, a little more creepy, you can't see the faces as well, making them appear less human, which does add to horror. I would compare Joey from the Legion to Death Garden more than Skull Merchant, honestly.
As I mentioned in the comment, the realm is created by the Entity. I wouldn't compare it to a horror movie that is supposed to take place in the real world, even if our boi Bubba is included, in the realm it makes more sense for him to be in the creepiest darkest version of his home. Halloween's daytime moments were there as a build up, the climax took part at night.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370209#Comment_3370209
I can't disagree, but at least it doesn't feel like you're playing Huntress. If you're playing Skull Merchant, you could be playing Knight, or Clown, or Artist, or any zoning killer.
Let's see how to tackle this..
I guess let's start with Deathgarden: One of the last hunters they added to Deathgarden was a granny soldier with a grenade launcher called the Veteran and you could very much see her face. There was also the poacher whose scarred up mug was on proud display as well. Only the Inquisitor and the Stalker wore masks.
Entity realm creation: The Entity creates the realm based on what is in the survivors and killers' heads. It's also clearly stated that the entity doesn't have a contextual understanding of the human world in the same way as I we do. So why is there an expectation that it will have a preference over daytime or nighttime when those concepts seem wholly inconsequential compared to ritual of feeding off survivors? If we're going to lean heavily on lore then the switches from night to day on some maps is purely the entity either not caring or not knowing the difference between the two in context of the human mind.
Skull Merchant lore: First she didn't go to a library, she's obsessed with her father's mangas. She got to indulge in her degenerate weeb fantasies in the comfort of her own home, she's taking cosplay to the darkest level. A millionaire who gets away with killing other millionaires isn't that far fetched considering rich people have a long standing history of getting away brutal crimes against each other and even more so those who occupy any station below their own class. I get people don't think much of her lore cause it isn't exactly quality, but let's not be so disingenuous as to not respect what is there. She doesn't get caught because she's weird, but not dumb. She spends a considerable amount of time and money to stalk, kidnap, and then hunt down her targets in the wilderness rather than just mercing people at home. Also yeah, Trapper is rich, he's like 1800's mining family rich as opposed to 2023 new money rich and he also buried all of his workers in a mine collapse cause reasons.
Artist: Just take a moment to have a moan about Artist. This killer should not even exist considering her backstory actually makes no freaking sense for a killer to have! She's has the backstory of a survivor, a set of powers that legit amount to "haha, entity like bird!", and her actual gameplay is both annoying and hyper limited in ways that I would say are more egregious than Skull Merchant. It's one thing to have a silly backstory, but it is another to ask the reader to sit through a backstory where they show you an actual killer torturing someone only to kill him and then make the torture victim the entity's new killer. That makes no sense in the worst ways. At least Skull Merchant is the active party in her backstory and that is a million times more palatable than the hot mess of Artist.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372443#Comment_3372443
New mori animations < New Characters and killer powers (╯°□°)╯︵ ┻━┻
We can have both comrade :3
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@Dipper said:
We have 9 pages with perks for survivors and 7 pages with perks for Killers. We are heading to a game where there are so many perks that the game is more than just unbalanced.
My idea now is that instead of being able to access absolutely all perks, the game decides the Perk Focus when creating a lobby (for example "Health" for Survivors and "Bleeding" for Killers or "Generator Advancement" for Survivors and "Generator Pressure" for Killer). Then everyone has one Minute to select their perks. All Perks that are not flagged with the current Focus are not visible.
I'm sure there are flaws in that system that I don't see right now, but in my head it balances out the game more, as both Killer and Survivor only have access to perk that can actively counter each other.
I just think that we reach a point where Dead by Daylight can't stay the simple 4v1 Game that it currently is
On paper it sounds like it should work, but in practice due to the way perk synergies and playstyles develop this would just be a huge hindrance to both sides.
The game sort of lives and dies on having perk diversity and the biggest facilitator of playstyle viability is perks synergies that don't fall neatly into preset focus categories. You'd just introduce a system that players would fight against to the point of probably messing up matchmaking if they couldn't run their preferred builds. It would also hit killers especially hard due to the fact that killers aren't created equal and tend to need perk support tailored to around their specific strengths or a specific edge case where their innate ability is uniquely useful.