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ReikoMori

ReikoMori

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ReikoMori
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  • @Chocolate_Cosmos said:

    No gatcha lootbox mechanic for you to unlock new characters (new Sadako, Yoichi just came out there), Killers don't need to use VPN in many countries to play the game = doesn't result in laggy infair games where killer hits you like 6+ meters away from you, more content, more balanced (old versions of perks are still there compare to main game), way better bloodweb, less grindy, less pay to win, more maps, more Killers, some killers even got removed there now, they can't play Stranger Things chapter, etc.

    Thanks DbD main game, please don't go that way as DbD mobile <3

    I would trade having any content from Stranger Things for things like ability to have new mori animations.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370950#Comment_3370950

    Yes. Sure. Like Otz - 2-3 games at the beginning as a survivor and then whole stream as a killer. This clearly results in "balanced" ideas. Like not even mentioning huge rise of tunneling in 6.1 patch due to how DS got nerfed into uselessness...

    And this is just one prominent example. Same thing can be said about most fog whisperers - technically they play both sides, but I don't even know one fog whisperer that plays more survivor then killer.

    You realize that there is something like 100 fog whisperers or more right? Like there are a ton of them who are long time dedicated survivor players. That doesn't even take into account former FWs who still make a ton of dbd content and the ones who make content for non English speaking audiences. There used to be a list on the forum before redesign. I have no idea where anything is now though.

  • @waffleminion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371276#Comment_3371276

    I'm sure there's some way to block outgoing audio outside the application when the app is running. Enough reports a team member would review that survivor group. Stop asking stupid questions and use you're brain a bit

    For pc play that would require the same level of control and access to root functionality akin to what you have to give to Respondus Lockdown Browser which is used to do exactly this. It's a pain to deal with as a college student who is required to use it for taking exams. It's invasive and has a non zero chance of compromising the security of your system in a way that isn't immediately apparent or easy to fix without resetting your OS.

    Now put that sort of system in a far less regulated application like DBD and watch how much worse everything gets for everyone. Keep in mind this is a game that already has repeated issues with getting ddos'd and botted.

  • @BigggerBrother said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370921#Comment_3370921

    I think the fog whisperers is close, but not quite what we need though. These guys don't meet together to discuss what is actually needed and come to conclusions, and it is publicly known who they are so they somewhat have to watch what they say. It can't be something public that streamers can use as a position of power.

    We need some serious conversations to be had about the direction of where things are going besides just allowing them to play on the PTB. For example, the last two killers released have just created generally boring play.

    BHVR needs to be talking to the fan base BEFORE they develop the new killers and it is already in programming stage.

    Keep in mind that while we get new content every three months, they've probably been working on said content for the last 8 months or more. Adding in a focus group process not only adds in delay to the schedule, but also cost. Outside of people who are extremely passionate and decently monetized already no is going to nor should they engage in what is actual work without being paid.

    Also, nothing stays secret forever and any "council" of people giving input for balance decisions will eventually be outed and harassed because as I said before, there is a big difference between what average joe and jane player want to see, what content creators and comp players want to see, and what devs tend to want to see. It's literally more trouble than it is worth for at best a minimal benefit.

  • @Gandor said:

    Also there's way more killer mains for some reason between fog whisperers. To do this right (presuming it's fog whisperer's that would give feedback), they would have to balance their fog whisperer program first

    The fog whisperer program is balanced considering the vast majority play both sides.

    The issue is that survivors are non-unique and thus don't require that much direct attention. Survivor problems are usually related to a universal system.

  • Working with Warner Bros tends to be an expensive drain on resources. Now imagine dealing with that and the immense amount of baggage attached to the Potter license these days.

  • @BigggerBrother said:

    Every 3 months, you guys come out with a chapter. While it is fun to receive that much content, that is a very fast and can create lots of balancing, meta, and gameplay issues.

    I know the developers pay attention to the stats and how certain things are performing, but I don't think players get asked how fun certain playstyles are even though they meet certain stat requirements.

    My suggestion is to just bring a few select DBD players, Killers and Survivors alike, stick them on a zoom call together, and ask them to give you a list of suggestions they hope to see in the next chapter, in reworking previous characters/maps, and what they hope to see in the future.

    I wouldn't hire them, or promise you will do what they suggest as you may have reasons not to, but I think you will get a lot of good feedback as you get in contact with some of the largest consumers of your content, who also happen to be in contact with the masses on a daily basis.

    It could be super low profile, and I think they would say yes just because they care about the game.

    Thanks for all you do BHVR, I love your your game, and I just hope future chapters can help us create a more fun state to play in.

    They done this before in a limited capacity with fog whisperers in the past.

    Considering the large amount of variance between what fog whisperers find enjoyable vs the majority of players value when they aren't apeing what a streamer's doing. It doesn't seem worth the extra hassle considering the schedule they work with.

  • @BabyShrimp said:

    I've thought for a while that DBD has a bit of an aesthetic problem, but I think Skull Merchant really solidified it. I'm just gonna share my thoughts on it. Please feel free to comment what you think, maybe you think I'm wrong, that's okay. (Also if I'm writing in caps I'm not actually angry I'm just making a point that in my POV is obvious.)

    Aesthetic is certainly an important part of a game. It helps set the tone and atmosphere, which obviously helps with the immersion. Horror games are no exception, I mean find me one person who likes horror, but doesn't like the vibes Silent Hill gives off. In fact, would Silent Hill 2 hit the same without it's lonely, creepy, liminal atmosphere? I don't think so.

    Dead By Daylight had a creepy atmosphere at one point, I feel it's lost though. It's like the more it gets updated, the more mediocre, and normie it starts to feel. Dead By Daylight is literally a game about an eldritch being that sucks them into a realm so it can feed off their fear and hopelessness. The characters are literally faced with nightmarish killers in recreated horrifying places. Why should it not feel creepy, and grainy?

    https://us.v-cdn.net/6030815/uploads/F8254ZPXPPDD/old-ormond.png

    https://us.v-cdn.net/6030815/uploads/6K0OJDKAMV7A/old-rotten-fields.png

    Here we can see some glimpses into older maps. As you can see, IT'S ACTUALLY NIGHT TIME AS IT SHOULD BE IN A GAME CALLED "DEAD BY DAYLIGHT"!!! Do they not look more sinister, more like a place you are motivated to escape? Do they not fit the feeling of a place that's like a horror movie with an actual killer? What happened?

    https://us.v-cdn.net/6030815/uploads/LF1S3GZRBIL0/new-ormond.png

    https://us.v-cdn.net/6030815/uploads/5AKQR8VZ1MJG/new-coldwind.png

    WHY IS IT ALREADY DAYLIGHT?!?! WHY IS IT RELAXING?! The Legion is already not that intimidating, but they still fit DBD (IMO). The old Ormond was a cold, dark place, where this grungy, unhinged gang would hunt you down, and the old Coldwind, it was this eerie dark rotting field where a tragedy took place, and this maniac would chase you with a chainsaw. It's so bright now, so comforting, why? Lets get to the characters...

    First of all, I don't mind a few gag skins, or more fancy skins, that's fine. I do have an issue with this.

    https://us.v-cdn.net/6030815/uploads/O32KM9FLPEH4/skullmerchant.png

    Why is this modded Fallout 4 raider showing up alongside Leatherface, Michael Myers, The Doctor, or even The Huntress? I know the game isn't scary anymore, but there is nothing wrong with a moody horror aesthetic. A lot of people got into the game because they think it's cool to play as and against HORROR CHARACTERS! Why is it turning into Fortnite? We could have had a creepy deformed cyborg killer that actually fits the name "Skull Merchant" but instead we got millionaire Mary Sue manga lover...

    Yes, I know the game isn't scary, I'm just focused solely on aesthetics and what fits the game and lore. What do you guys think? Again, I love hearing the rest of the community's thoughts. :D

    The easiest answer is that generally speaking while people miss the more "moody dark" aesthetic of old dbd they also forgot how god awful playing some of those maps were. Now part of the issue is we're not even completely playing the same game as back then as the game did get an overhaul. So things like fog are kinda not as prevalent even after using murky reagents and moon offerings got totally deprecated. Though the game is much better to play and in a lot of ways more universally stable.

    As for individual character aesthetics I feel people are too attached to pigeon holing horror into a "dark moody" box. Like dbd isn't hurting for a metric butt ton of classic horror archetypes and licensed marketable horror icons. What this game has a distinct lack of is representation of more distinct horror subgenre archetypes. Grindhouse, campy, high scifi, cartoon, asylum style etc. I think killers like Trickster and Skull Merchant lean more towards a bit more of the niche and even oddball horror motifs. It's different and I think it fits well even if the execution isn't great with Skull Merchant.

    As for having a murderous cyborg hunter. BHVR literally made an entirely separate asym game where that was literally every single 'Hunter' just in different flavors. It was called Death Garden and that game failed not once but twice sadly. So I don't blame them if they are perhaps a little less keen on a full commitment to running that idea in dbd.

    Aesthetics in dbd to me haven't really changed a great deal other than having more of a focus on being either highly playable or highly stylized. Also don't be so down on daytime horror, plenty of scary stuff happens under the sun. Hell Texas Chainsaw Massacre is primarily a day time movie, hell even Halloween had Myers ganking folks at lunchtime and being creepy generally the from morning through evening. It's easy to fear the darkness but until we get a vampire killer the entire cast can work just as well in the light. Well maybe not Wraith.

  • @dweetmain said:

    When you lose whether be killer or survivor who do you blame most for the loss? I'm not saying the game doesn't have problems but I feel a lot of the time problems posed as game flaws are put on the game unnecessarily.

    The recent 3 gen debate has been a great example of this.

    It has caused a huge debate on the game forcing 3 gens cause how weak sm is but 3 gens have always been a problem it's just been exacerbated more

    But you know what also gets pointed as immensely overpowered and nearly unbeatable? Swf

    Both sides can get screwed in scenarios but sometimes it's just a simple case of someone messed up someone capitalized and then someone complained on the forum.

    My main point of writing this is really look at losers in this game realize there is sometimes bad luck bad plays and bad games but at the end of the you can come back. You can get smoked as wraith one game and 4k next.this is bullshit but it's also pretty damn fun.

    And I don't wanna sound holier then thou because I deal with the same inner struggle,just wanted to pose a question and maybe get some minds jogging

    Short answer for both sides in my case is it depends.

    As a killer failure can only really stem from issues with my decision making, skill, or problems with game design. Honestly, it is what makes playing killer a lot psychologically stressful at times is that when I do fail and I can't immediately understand what is the root the cause I don't have the option to pass the buck. Even when you can rightful call out an issue that was out of your control entirely it doesn't feel any better as there is nothing else to focus on when things got poorly.

    As a survivor when I fail it stems from issues with my decision making, skill, teammates, killer imbalance, game design problems, my music too loud, music not loud enough, etc. Survivor is for me, very easy and I don't care much when I lose as survivor either. I don't have to do anywhere near the same amount of emotional labor because I have 3 other people I can silently curse or I can blame the killer or anything else. Even if the problem is purely me, it doesn't feel like it is, especially if everyone dies. Eventually I accept whatever screw ups I made and try to learn, but it isn't anywhere near as taxing like with killer.

  • @Ray_Penber said:

    I know gaming in general can be stressful, but playing killer in this game to me seems far more stressful than playing survivor. Did the devs purposely design it this way? I'd be curious to know the chances of a person playing killer developing white hair faster than someone who always plays survivor. Just a thought I had so I figured I start a discussion. I wanted to get a survivors perspective.

    Playing as killer isn't meant to be as stressful as it has become. A lot of the pressure placed on the killer is time related and not having enough. Killers in a lot of ways can dictate the pace of the game, but it requires us to build up and snowball. Survivors on the other hand have gotten much better at taking control of the game much faster even as soloq players. So right now survivors dictate the pace of the game which means killers need to absorb more mental pressure. Killer is also more mechanically complex so you have to deal with your power on top of learning to approach the game on a macro level which is thought intensive.

    Also doesn't help that community wise, dbd's got a rep for being almost as toxic as ranked league of legends. Hell is other people and dbd makes you directly responsible for each other's fun.

    Playing killer over the years I've met and still meet people who will win and be toxic. If they lose they're even more toxic. Also doesn't help that it feels like the devs' balance decisions lately are purpose built to frustrate killers more than anything. I don't believe that is the case, but it feels like it when you constantly see your tools getting kneecapped which makes it even harder to wrest control of the game back from survivors.

  • @NerfedFreddy said:

    Strategies that are not based on exploiting/abusing something that bhvr hasn't fixed yet. Strategies that are based on skill, good sportsmanship and fair competition

    Considering highly popular survivors strats lately involve using bad map design to make it almost impossible to hook them and going out of their way to burn map offerings so they can force you can go to the problematic maps and basically play the game on their terms, I feel like neither side is meeting the arbitrary bars of skilled play, good sportsmanship, and fair competition.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365019#Comment_3365019

    All you need is SINGLE person in a team that knows how to counter this. This single person will find some other survivor that would want to try to do a gen. But instead of doing the gen with him, all he needs to do is play catch with that other survivor's chains. That's it. Problem solved. The game lasts a little longer, but that pinhead can't ever possibly win and the game will not take even that long...

    You're right.

    Now how do you make that solution consistently viable in a game where you can not directly communicate with your randomly selected teammates? You're asking for a level of trust and coordination that tends not to exist in the vast majority of dbd matches, especially at lower ranks which is probably where this is an actual problem.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367107#Comment_3367107

    The grind for iri shards is abysmal. 9000 shards per character and you can't use them for licensed characters. New players would have to play the game for hundreds upon hundreds of hours to gain the 200,000+ shards required to unlock all the characters.

    There are very few games that let you buy licensed games with the free currency as the company does have to pay the rights holders. The game has nearly six years worth of content and a buy-in price with the expectation that you'll either play the game a lot and thus will naturally acquire the currency or you will by the dlc packs which are fairly priced. Also it isn't as if there is a ton of things to spend shards on. If you get the dlc that is shards not spent on killer and survivor unlocks which means they are they for use on shrine and cosmetics. If you don't care about cosmetics then you're only buying perks out of the shrine which cuts your overall actual grind significantly.

    Now if you aren't going to play the game very often it may not seem like a good value you to over buying boosters. To that I would say why pick this game then? Like it's already on the knife's edge between decent and pay to win.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368242#Comment_3368242

    But almost every SM is playing like this and as such, they should have 0 expectations for survivors who don’t want to suffer through 30-60 minutes of trying to finish 1-2 gens against a killer who won’t chase.

    What is there to be done in a game that is 6 years old and has not had a significant update to core gameplay when the killer in question's power is inherently better suited to controlling specific areas rather than engaging in late game chases?

    That's the issue, is if the devs are going to make killers who by design are just average or below average in the chase power wise people aren't going to stress themselves chasing. It makes little sense to do so when know that the reward for doing so is very small compared to just holding strategic positions. It's been pretty clear for a long time that ultimately a m1 killer needs to not ship with a utility only power with no thought put into chase support. Can't really get mad at players for doing what the killer is designed best to do.

  • This game doesn't need that, in fact no game really needs that because there are much better ways to handle the grind that are player centric rather than profit centric.

    Most games that follow the xp boost pack model of monetization tend to artificially extend the grind that their players need to put up with to acquire things in the game. If people can get things at a consistent decent rate they are less likely to even want buy boosts so you have to make the boost look worthwhile by making the grind overly long or highly inconsistent. DBD in terms of monetization scheme while not great isn't hyper predatory. The grind is consistent and has even been greatly lessened with recent changes, most things can be obtained via shards which are a consistent reward currency as long as you play on a semi-regular basis. The game also has a battlepass and almost 300 usd of dlc so they are good.

  • @Skill_issue said:

    the new survivor hud was a way to bridge the gap between solo and swf but solos are still doing badly overall.

    why not give beginning solo survivors a buff early on faster running speed, gen repair speed, or aura reads where their fellow survivors are located for the first 60 seconds of the match? All 4 survivors must have queued in seperately no teams of two or three or four.

    it would not affect swf any since they are the most efficient group in dbd currently.

    any thoughtful discussions?

    This game would fall to pieces if survivors started the game with their perks, items, and some weird basekit buff.

    Solo survivors can't be made better by constantly throwing stuff into the game. Like believe it or not we have a lot of tools already probably more than we need. Playing survivor isn't difficult enough to warrant getting basekit buffs imo considering that at this point any difficulties should come down to skill issue or bad luck.

  • @bunnyfengenthusiast said:

    Can we stop using "holding the game hostage" to describe things we don't like? If he's standing on box, do gens until you get to the ones around the box, then get close to it. Simple.

    The issue is if Pinhead is standing on top of the box, survivors don't get a prompt to pick up the box at all it sounds like. They also can't do gens because chain hunt interrupts and incapacitates until they remove the chains which means they can't make repair progress during a prolonged chain hunt which means if ruin is up they will at best gens will take super long times to finish or just won't be doable at all.

    That's pretty much the standard for what gets considered hostage taking in dbd. At least in function if not intent.

  • @Moisito28 said:

    So we all gonna ignore the fact about it’s not about the basement and everything about it, but hook someone down there and stay right there with your chainsaw until the guy die and if everyone comes, he could down all the survivors right starting the game like #########, you gotta be that trash? That bad you are?

    It's the most movie accurate thing you can do as a Leatherface.

    Jokes aside, it's not great, but that is the way of the beast in this game and has been for years. Generally speaking there isn't anything that doesn't make the game unhealthy that can be done about the situation. Camping is a player habit issue and design issue. People who camp will always camp and the only way to stop is change how the game is played. Other solutions don't really solve the issue and Leatherface happens to be one killer who is uniquely suited to just picking a spot and standing there.

    The best you can do is learn where the basement can spawn on each map and avoid being close to those areas for as long as you can.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364759#Comment_3364759

    I don't see a ton of on purposeful griefing from survivors to each other in my games. Maybe my MMR is too high for that and you see it at lower levels, it's possible I guess.

    So you don't see it now as much, but it definitely still happens and it used to be much much much worse when the perk We're Gonna Live Forever used to just give an unconditional bloodpoint boost for unhooking survivors regardless of situation they were in. So this isn't without precedent for how people use perks to be actively harmful to their teammates.

    The issue with ptb-Background Player is that while an interesting concept on paper, in practice what people immediately pointed out and saw happen on the ptb in real time was that by the sheer nature of the perk helping the person whole is the least in need of help to escape a chase simply left killers chasing the already injured survivors that were just unhooked. It isn't that it magically turns people's brain in to "I gotta tunnel", but that realistically there was no other good option other than to do so. It also was a significant amount of sprint burst time at being I think 6 seconds originally. Like it just wasn't going to be healthy to play against or with.

    Another issue is that the ptb version of the perk absolutely destroyed perks that killers use that incentivize them not to tunnel like Make Your Choice.

  • @Foxy_Teltac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364479#Comment_3364479

    People will use meta loadouts and become surprised when strong killers are picked often. Man this community's gotten picky. (Killers are too, literally sacrificing a perk slot on some killers can almost entirely eliminate Dead Hard from some chases and they still want it nerfed)

    Just wish we could enjoy things

    Dead Hard gets used a ton, people dislike feeling like they are playing the same scenario every game. Eruption got a massive nerf for that exact reason as far as I can tell. The community's always been picky and overly concerned with stats rather than fun. The problem is the game is going on 6 years old people have far less patience than they used to be.

  • @Foxy_Teltac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364475#Comment_3364475

    Why do people hate Nemi and Wesker? Knight I can kinda understand but the RE killers are great

    Wesker and Nemesis are fairly strong see a lot of usage. People want variety and easier wins.

  • @Foxy_Teltac said:

    Ever since I came back to the game a few weeks ago, I have never seen so many dcs and suis on hook. Like is it just the killers I've been playing or is this really just how it's been? (Besides Legion I've been playing Wesker, Nemi and Knight with a fair amount of giving up on all of them still)

    Every single killer you listed are killers that survivors seem to dislike playing against currently save for Legion who has been hated for several years straight so in their case nothing has changed.

  • What makes a good killer in a lot of ways is subjective. Differently players focus of different aspects that they find really suit their playstyle, but there are a few things that generally make a killer more likely to thrive basekit.

    Low power barriers- Killer powers that are overly clunky tend to generally make using them tedious which even if the power is strong if you have a lot of things generally making it difficult to use effectively the killer will be bad. So the lower the clunky barriers on a power the better the killer to a point.

    Mobility- Generally speaking killers that can alter their movement speed to be even slightly faster than normal do better. Though being fast alone make a killer good necessarily. Legion's a perfect example of that as while they've always been fast they have lacked in the next area which held them back.

    Lethality- Killers with powers that have a tangible threat to the survivors flat out are better than utility powers in most situations. The level of lethality is usually balanced against being weaker in another area though. Bubba, Oni and Billy has instadowns but sacrifice either fine control or have a bit of barrier to using the power on top of cooldowns and wind ups for instance. If a power lacks lethality completely it can be difficult to function. You want both mobility and lethality as it helps make loops not a pain while also giving you more incentive to deal with hold W runners.

    There are other things that you can consider on a case by case basis depending on what type or specific killer. Some killer types have a better anti-loop potential, while some are better defending/zoning etc. That's how I break down what a killer generally needs to be good at it's base, but there is something to be said about a killer power being interesting and unique even if that means maybe not being something that could be considered truly good. As long as using a power doesn't feel more frustrating than fun. For me Pinhead has that problem, using their active power is frustrating rather than fun on top of his passive power being at the discretion of survivors playing poorly rather than his own actions.

  • @martinj97 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/365820/have-bhvr-followed-up-on-making-new-cosmetics-available-for-shards

    BHVR are a fantastic company and they should monetize their assets the best way they see fit. Does your landlord take shards for rent? Does your grocery store take shards for Doritos? NO! It's about money: M O N E Y.

    My grocery store has a loyalty program where I get stuff at discounted rates, money of gas fill ups, and even free items every now and then. So in essence, they do take shards

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200661#Comment_3200661

    Couldnt you kind of say the same thing for Sadako tho?

    Sadako attacks people with curses considering she's a vengeful spirit who has psychic powers and the ability to kill you with her mind.

    @pocajohnny said:

    Saying Slenderman doesn't hit you or can't pick you up is just flat out wrong to begin with. Slenderman throws your character out of a window in Slender The Arrival, so Mathieu really shouldn't have said anything regarding that if he has no idea what he is talking about... xD Of course he isn't going to outright say no. That would be bad for business, but read through the lines and its as clear as day. Lazy is what I say.

    Does he do anything else to you that isn't a static jumpscare afterwards? Also it isn't as if Slenderman is licensed character it is an internet creepypasta which both works in and against its favor. There are generally agreed upon aspects that stay the same from person to person, but other things don't. If nothing else DBD tends to favor highly consistent character lore to use as a design guide.

    @JackFrostMan said:

    I mean, they kinda did the whole "no touching" thing with Sadako's weapon just being her going "BOO! JAPANESE!" and Pinhead's M1 being a weapon that appears out of the void. Same with carrying, I think.

    In the case of Pinhead they did exactly what he does in the Hellraiser films. He doesn't really touch people much at all with his hands he usually conjures his chains to subdue, harm, and tear people apart.

  • Slenderman just sort of lures kids away or just makes people die via staticy jumpscares if you take the fan games into account as part of his extended lore. Just seems to be more of a being that exists rather than an active killer like he doesn't even really seem to do much aside from vibing.

  • Just throw the entire killer roster in the trash

  • Coal tower, Treatment Theatre, Red Forest is alright for a big map, Dead Dawg Saloon, and Thompson House

    RPD, Erie, Hawkins and Garden all have some combination of size, palette count, and poor lighting issues that just make them unfun to play on.

  • @OrangeBear said:

    I love fnaf, i don't like security breach though. I honestly feel like since scott got cancelled he doesn't care about the franchise anymore. Can't blame him.

    Man retired all on his own and he hadn't been fully tuned into FNAF for quite some time. What he wasn't was cancelled considering that would require him to experience a loss which he didn't. He's made and still making a boat load of money, his legacy as a game dev is set, and FNAF did what any game dev should want for their game. It outgrew them and can stand on its own without the constant input of Scott.

    FNAF is something that had to grow on me, but it did make indie horror a bit stale for a couple years. Personally, I think that has more to do with the general fact that FNAF is an easier type of game style to make as opposed to the highly complex survival horror that is preferred.

  • That's a problem if the update rolled back teachables to tier 2 from tier 3.

  • If you want camping to be completely stopped you'd need to functionally change how the game is played.

    Now you can do the quick and dirty route that people always suggests which is turn every hook into essentially a Pyramid daddy cage so that the survivor teleports away. The problem with this is that it removes any ability to play defensively even when that would be the smart option. Also unlike Pyramid daddy, no other killer gets the compensation of trading defense for killing potential via a Torment like mechanic.

    A more elegant, but risker solution is to completely get rid of the hooking mechanic and allow killers to kill directly, but add the ability for survivors to respawn. This completely changes the flow of games and requires more changes to other facets of the game which runs the risk of making people say "Why not just make DBD 2 because this is far too different?"

    People have suggested things like disabling powers, forcibly moving killers away, etc, but you get into a situation where people start to game the system in ways that require even more work to stop. Like when we did tests with pausing and substantially slowing the hook timer it turned into a situation where the cause of people getting trapped on hook for extended periods was that it was more beneficial for survivors to let someone just hook and then just pretend to make saves so the killer just stays around the hook. Teammates became your enemies moreso than the actual killer. People were fine with overall longer games if the outcome meant they functionally had a higher chance of escaping.

    The reality is the players who only camp aren't going to be dissuaded and will find ways to work around measures put in place to prevent it unless you do something that fundamentally changes how the game is played on some level. Even if you did go that far and risk alienating players you weren't trying to alienate along with the campers the question of would it help Soloq still gets left unanswered as Soloq's problems are basically problems that happen with any multiplayer game, you're never going to be as strong as a proper coordinated team. Anything designed to help Soloq players also just works that much better for premades.

  • I prefer killer as it is more mechanically engaging, but between the amount of stress it generates and general gameplay getting stale I pretty much switched to survivor.

  • @TheArbiter said:

    Surprised DS is getting changed. It was absolutely busted before, but after it's nerf I think it's in a good spot. Prevents direct tunneling, and if the killer gets hit by DS now at 60 seconds, you know that the survivor was doing NOTHING for 60 seconds. I'm just a little bit concerned now that if this perk gets nerfed, tunneling might get much worse.

    Shouldn't be a surprise as it is on the list of the most used survivor perks according to their internal metrics. The perk changes main purpose is to evaluate and shake up the current meta as much as possible.

  • @AcelynnBen said:

    and I'm not talking about about how good they play because i suck, i know that's what u were thinking

    I'm talking about the amount of private profiles on survivors

    Holy hell I've never seen this amount of private profiles in a community before

    I swear every time you try to check how many hours someone has or literally anything you just get hit with with private profile

    like is every pc player insecure? or yall just subtle cheating , because I'm a killer main, which you know sparks more salt and toxicity then survivors, and my profile is as public as it can get.

    i know this has nothing to do with Bhvr since this is a steam option, but why so many, are you really that afraid of people calling you bad in game, or u just doing something fishy

    like i honestly reported every single private profile even if I killed them, not that i meet them that often anyways, NA is filled with console players which i kinda feel bad sometimes for.

    moral of this post? i have no idea, I guess I'm saying its fine to suck (even with the ludicrous of crutch perks that survivors have)

    i know this is in usual post but hot damn I might just start dodging pc players if everyone is just gonna private their profile

    The amount of times I've seen people run to someone's profile to try and leave the ascii spam or just call someone a "Pro Gamer" word because they couldn't handle losing a game of dbd is insane. Privating your profile becomes even more important if you're very open about being POC, LGBTQIA+, or neurodivergent because sadly people in general and in this game in particular people will harass the absolute heck out of you if you beat them in a game.

    Like even playing ranked League of Legends has never generated the level of childish hatefulness that I've seen and received.

  • Nearly 40 perks (exact number to be confirmed), including all the META Perks listed above, will undergo changes. “It’s an intentional attempt to shake things up,” explains Matt S, Dead by Daylight’s Design Director. “There have been adjustments to certain controversial perks in the past, but this is the biggest collection of perks being changed at once.”

    @Pr0p3r9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997151#Comment_2997151

    The perk overhaul will contain "nearly 40 perks." Assuming that nearly half of what they adjust is on the killer side and nearly half on the survivor side, that's slightly less than 20 perks perks side. Generally speaking, I think that it can be said that most perks will stay the way they are. The ones most in jeopardy of being changed are the meta perks like Dead Hard and bt. As I also hinted at earlier, it's off-meta perks that tend to have the biggest difference between p1 and p3 anyway. I think that trying to plan out the prestige order is still worth the effort that it would take.

    I mean I don't see any survivors or killers in particular that are going to be a major priority when even the exact number of perks is nebulous enough that it's a floating variable and everything that is currently meta is definitely getting changed and we have no idea how anything off meta will change. At this point it is literally just p3 whoever you want and see what happens later in the year. This simply one of the few times in this game where we don't have to think about something.

  • I think you've misunderstood how the BP cap works.

    The BP from promo codes, rank rewards, and other things just add them to your account aren't lost if you have 1mil bp already.

    But if I remember correctly if you have over 1mil bp or higher you can't earn anymore bp from actually playing matches till you spend the bp you already have saved up. So you need to spend down what you have to under 1mil bp to start gaining bp at the end of matches.

  • It legit doesn't matter who you P3 as with the perk changes coming there is no telling what will be best in slot after that.

  • @Nasyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995785#Comment_2995785

    I’m glad we won’t loose all the perks we already have, in terms of downgrade to scale with characters prestige.

    So what you’re saying is that when it comes to the Shrine when you buy a perk it’ll just automatically be added at T1? I say automatically added since perks won’t be in the BW anymore.


    The Shrine of Secrets will also benefit from this progression system rework. “There won’t be a teachable rarity associated with the Shrine anymore,” reveals Matt. “You’ll be able to buy your chosen perk tier directly from the Shrine, though the higher tiers will cost more.” Upon purchase, that perk will be immediately available on every applicable character.

    If you’ve already unlocked tier 1 of a perk – let’s go back to The Trapper’s Agitation for a second – you’ll be able to buy tier 2 and tier 3 from the Shrine at a discounted price. We’ll be sure to provide further information on the Shrine closer to release, so stay tuned.

    Pulled straight from the article.

    https://deadbydaylight.com/news/prestige-progression

  • What you've unlocked already isn't going to suddenly downgrade. The new prestige system won't really get rid of the need for the Shrine of Secrets as the shrine lets you get perks earlier than you would no matter what system is in place. It also serves as a bloodpoint farm as you can buy the same perks again and get 150k bloodpoints instead.

  • Squid Game does not belong in DBD even remotely. It's not even tangentially a horror property, it is a show that serves as social commentary on how wealth inequality and debt are fundamentally damaging society in general and South Korea in the specific.

  • Or they could just give people sound settings adequate enough for people to adjust things to suit their needs.

    People like to say that the chase music is meant to be loud and disorienting or is supposed to obscure environmental sounds, but that isn't a statement the devs have ever made one way or the other. To drive that point home go look at other games in this genre and see that you have a plethora of setting for both audio and visual control while somehow still managing to not lose any perceived competitiveness.

    Someone is literally expressing an accessibility issue that has been brought up many times by many players. Probably would be a good idea to at the very least consider that as much as those of you who don't have an issue should chill out. Even actual hardcore competitive games with legit tournament scenes even work to add general accessibility features to their games when possible.

  • @Witchubtet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994845#Comment_2994845

    As I Said for the AOE I would only want it to get the first two levels. Just like how Doctors only brought you to Madness 1.

    As for the second point I was talking about how her basic attack seems like it’s hit box is very bi-polar. I think the main problem is she just sends out the wave so you can’t accurately pin point hits like with other killers. The way I tried to imagine it is like the clawed killers attacks. Straightforward with no arc, but it also doesn’t help her symbol does block 1/4 the screen. Just seemed odd to me that the symbol is so big yet it doesn’t hit them when I snap turn on them.

    Every killer functionally has the exact same basic attack range and the attack is cone shaped so it is can be easier to miss if you're trying to do it out of a turn because I don't believe the animations sync up exactly with what the game is checking for in the background to see if you hit.

  • You're being real Ventrue prince about this. We just gotta get Maurice a visor to cover it and no one will be the wiser.

  • @Toaster427 said:

    I've been playing for a year now, and one thing that strikes me as odd how this is still, after all this time, this is still in the game.

    When boil over was changes the developers quickly nerfed it because in some circumstances the killer had no way to hook a survivor in certain areas, they had to let the survivor bleed out if they wanted a killer.

    Flash forward to the most recent patch, box camping pig was nerfed, which was probably the closest comparative to basement Bubba in the game. Survivors had no chance to live, this lasted only months before it was fixed in the latest patch.

    But here we are, still being camped by a Bubba on hook with no way of countering it. His chainsaw speed and number of charges completely negate borrowed time. There nothing you can do. Oftentimes it happens within the first 60 seconds of the match, and thar unluckily survivor just spend 10 min in que just to have this happen to them and have them eliminated from the game.

    Why is there double standards, why is one thing considered broken and hotfixed or patched, but this isn't. It's makes no sense and it's beyond frustrating at this point.

    You see posts pleading for BhVR to change this everyday, yet they won't even acknowledge it in community streams. It makes zero sense ignore it when you're actively and aggressively removing others like it from the game.

    Bubba is sort of designed to do exactly this and while not the most engaging for all parties involved it is in a lot of situations just the most optimal way to play him as until recently he wasn't even really able to effectively chase folks with his power. He was designed with very strong defensive instadown unlike Billy whose designed to be hyper aggressive. He still has to work for it, but once he gets a person that person is usually just dead unless you have coordinated teammates who know how to navigate making a save again a camping Bubba.

  • @SleepyWillo said:

    I just had a match where at least one player kept saboing hooks when I downed someone.

    The person I would down had Boil Over and they were SWF so they were playing this way to stop me from getting any hooks. The only way for me to get any hooks and not flat out lose the match was to kill one of the two that kept doing this.

    I got called toxic for tunneling, etc but what were my other options? I am genuinely curious? Am I just supposed to let them deny me any hooks? Go and look for the other two that were hiding/rushing gens?

    I'm genuinely curious as to what YOU do to play around Sabo/Boil Over teams like this?

    Note: Just to clarify I'm not throwing around SWF as a catch-all term for a well co-ordinated group. They told me they were in endgame chat where they gave out to me for killing their friend.

    You made the right call.

    You're gonna get some hate for it, but strictly speaking on strategic play, if you're able to see that two people are constantly doing something that makes it extremely difficult to hook the other person you gotta break them up. The more coordinated they are the more aggressive you have to play which for this game usually means slugging them or camping/tunneling one out of the game.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2991470#Comment_2991470

    There is nothing pure about that Salubri monster.

    Death to the horse.

    It's not like Maurice had Valeren so he only broke the masquerade a tiny bit.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2993143#Comment_2993143

    See, this is what I'm talking about. People keep looking at this killer like it's a killer with a high mechanical skill cap or brainless anti-loop power that's meant to immediately win every chase instead of the juggling hit and run, mostly M1 (but situationally anti-loop/zoning mindgame) killer it is.

    Like I get that Dredge might not be the strongest killer even when played to its fullest potential but I've seen so many people try to play it like any other killer, chase someone for 3 gens, and then brush it off as a bad killer. Like this killer isn't Sadako...you can actually get stuff done by abandoning chases at the right time and spreading pressure (especially with buffed sloppy butcher).

    Dredge has interesting mechanics, but they aren't exactly mechanics that are novel. The most unique part of his power is passive and honestly most players do not like that style of design. The people who wanted a killer who pops out of lockers the most also weren't the people who were actually going to play said locker based killer the most.

    Coming into a game with stale universal gameplay means he isn't going to really thrive or see a ton of use if he can't fit neatly into the way people are playing the game now. Hit and run still hasn't really recovered and the majority of players aren't macro scale thinkers which is required for hit and run to function half way decently currently. It doesn't take long for people to figure out how to play against new killers these days either so what used to have a couple months of shelf life in terms of learning how to counter now can be sorted out in a matter of days. So by the time most people have leveled a killer up enough to start really playing the game effectively with the killer lots of players have already figured out how to shut down their most aggressive abilities.

    It's really economical to see how the devs have made so many different feeling killers with basically the same few sets of building blocks, but we're starting to really see that nothing's keeping people attention or making both sides really have to expand their skillsets.

  • @Funky_lPunk said:

    Was surprised, that so far no one mentioned these

    UB - unbreakable (Bill teachable)

    AC auric cells

    Iri - iridescent, red rarity item, add-on or offering

    95 - reaching 95% of recovery rate while in dying state, where someone needs to heal you for last 5% to pick you up

    Touch a gen - quickly start repairing a regressing gen for a very brief moment to stop it from regressing

    Pop - pop goes the weasel (clown teachable)

    Agi - agitation (trapper teachable)

    Check for ruin - stop repairing a generator for about a second to see if it regresses in case killer has the perk hex: ruin

    Vault build - resilience and spine chill combined in a build to make vaulting speed 15% faster, commonly paired with iron will and dead hard

    W gamer - a survivor that instead of looping tiles just holds W key and makes constant distance

    In case someone is very new - gg wp(s) good game well played, s - to say it to everyone

    We call touching a gen, gen tapping.

  • I never ceases to amaze me how callous a lot of DBD players are when even the mention of a potential accessibility issue comes up.

    To the OP: In my experience of trying to talk to people about accessibility in DBD, unless you're having an issue that people can visualize they aren't going to be the most receptive. It's sad, but it's that way whether you're on DBD twitter or forums. I don't understand why DBD is as bad as it is with accessibility features as it is and why there is such a vocal disrespect towards accessibility features in this community. Honestly if you want a better time with accessibility I would suggest switching to Evil Dead, VHS, or Identity V(If this is still around)

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