ReikoMori
ReikoMori
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@SlimJadey said:
I’m sure this comes up a lot.
I started playing this game with friends using my switch a while back and have lots of progress/gameplay for all of my favorite survivors and killers. I’ve even put quite a bit of money into the game for DLCs and cosmetics.
Now that I’m planning on getting a PC, I’m really hoping that I’m not going to have to start all over and I’m sure there’s lots of players that might feel the same way or experience this when they play on different platforms. I main Jill Valentine from the Resi DLC, and I can understand how licensing might cause issues for transferring— but I’d even buy the DLC (and all other licensed DLCs) again on PC if it meant that I at least had all of my progress for game OG characters.
Thanks so much!!
Short answer is you won't be seeing it.
Long answer is that for some reason they've hit a snag on cross progression that seems to be out of their control and so it isn't coming anytime soon or more likely at all.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526479#Comment_3526479
Im pretty sure I heard some where he was meant to have a throw ability similar to Wesker but at the time they werent able to.
Would love a source on that.
Also a wall climb would of been awesome ngl
Yeah wall climbing would be great, however what we have for Xeno currently is actually unprecedented for DBD killer gameplay since this is the first killer to move on all 4, something that bhvr actually worked months on to achieve, so now that we have one, it might possibly lead to more killers moving on more than just 2 legs in the future.
Also judging by how Xeno's tunnel system was originally what bhvr wanted for Demo's tunnel teleport, but didn't have the manpower and technology to achieve it back then, maybe we can get something like Wall Crawling at some point in the future if the game keeps evolving.
I kinda hope they don't start making a bunch of killers that crawl along the ground.
I had fun playing Xenomorph in the ptb, but I don't like the way the camera is positioned. I didn't really care for it with Victor either to be honest and it does make it a bit harder to navigate the weirder loop shapes on some maps.
That's Xenomorph in a nutshell, lots of mechanical bits from other killers with improvements on them. Which is great because they make the killer instantly comfy to play lowered PoV aside. I can do the same little bends that can I do with Nemmy and I enjoy the vastly improved tunneling they came up with from Demo's Upside Down mechanic.
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@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524445#Comment_3524445
I suspect the "dislike" for FNAF is because it got taken over by "kids" and we all know that kids are "cringe" despite the franchise being over nine years old at this point, which is, by the way, older than DbD. -_-
My second guess would be because people are salty that their favourite >insert indie horror title here< didn't hit it as big as FNAF, so they'd rather see that become a chapter over something "mainstream" even though from a marketing standpoint it makes sense to go for a successful/large IP over a small indie crossover (Resident Evil, Friday the 13th, Nightmare on Elm Street, Silent Hill, Alien etc).
Don't get me wrong, I'd like to see Jason, M3gan, Pennywise, and/or Chucky make their way into DbD, but if their IP holder says no then there's nothing BHVR can do, but if FNAF's IP said yes, then people will just have to live with it.
The reason you see mostly groans and complaints besides the myriad of inherent FNAF based story telling issues is because for like two years straight we had a ton of FNAF fans who would hype themselves up during every chapter release that Spingtrap was coming and were literally blowing up the forums only to be massively disappointed when it wasn't the fabled FNAF chapter and turn nasty. It didn't help that dbd leak twitter kept gassing them up much in the same way they gassed up Predator fans only for them to get their hearts broken, but rather than learn from that experience they just kept getting suckered and flipping out.
A lot of them ended up getting banned for spamming the forums too hard and the ones who didn't had lost any good will neutral or FNAF haters in the community did have towards them. They have a overall reputation of being annoying to a degree we don't want to deal with them at all.
At the end of the day DBD often draws in the more maladjusted terminally online members of other horror fandoms and clashes happen. In this case though the clash came from them not getting what they want and turning desperate and feral with any level of disagreement. Every chapter release became some sort of personal slight to the FNAF fanbase in their eyes and after a while that mess got old. It got to a point where some of us started saying to just give them a FNAF chapter just so they would freaking chill out.
It was a weird time, but eventually they either went away, got banned, or finally learned to calm down and stop letting leakers gas them up to the point where nobody wanted them in community.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526058#Comment_3526058
She literally puts up a drone at the loop and you get exposed or leave the loop and she catches you with the haste. How is that fun?
Well first of all, her haste is very conditional as it relies on someone being tracked to even get it.
Played as a chase killer we're getting at most just the initial 3% haste so on par with a survivor's made for this, but we lose that haste the basically a couple moments after someone stops being tracked.
So, if you don't greed the loop till you're locked on which takes 10 seconds at base you're not in any more danger than normal. She get absolutely dumpstered once start chaining tiles together because there range limit in terms of how close two drones can be placed.
In order for us Merchant players doing chase to get the most value on haste we still need to place at least two drones in general areas where survivors need to go so that we can reliably have someone tracked while we're in a chase and two drones to use in the chase itself.
We don't really get optimal value until someone has a clawtrap on which gives far more time. You should rare if ever get exposed by a Merchant actually playing their power as a chase/stealth power because she can only for you to leave a loop. Not trap you in one like Knight or potentially shorten a chase like Singularity.
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@nam said:
The words I can describe my killer experience are, meaningless, annoying, frustrating, low...
It's lonely, and hard to progress, with no teacher guide and 0 positive feedback. I feel like a naturally lower survive player. Why do Survives get all those OP perks?
Even when I uninstall the game, the experience still annoys me, I have to get it out of my mind, I wish I never touched this game
Playing killer takes time and patience to get the hang of and the game is terrible at truly onboarding past the general functionality.
Youtube will become your go to place to find guides and tutorials for playing killers.
Until you truly get comfortable in the role you're most likely going to need to play with meta perks which can be a pain to get.
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@jamally093 said:
So first match as survivor little break since I was away from my console for a bit and my first match deal with a huntress and Mikaela who just murder me on hook. I never did anything wrong but the for some Mikaela drops her item and suddenly the killer becomes good if I do that the killer just shoves their weapon up my *** and I'm dead. I don't get it why do this at all. If a survivor drops their item it means they give up right? Well simple that means a free kill RIGHT?
There is no concrete logic to anything that people do in this game.
Trying to decipher it only leads to madness.
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@[Deleted User] said:
Seriously what is the reason the devs seem unwilling in this game to implement voice chat, balance around this communication and acknowledge the advantage playing in a coordinated team gives you?
For anyone who has played TCM, you know when you see the icon telling you the family is in a party they’re going to bring much more coordination and subsequently the game will be tougher. Same with the victims. Yet with DBD, the devs seem to be unwilling to do this or they downplay how powerful SWF actually is. Yes, the HUD was good for solo queue but it’s nowhere near actual voice communication.
Of course officially, this game does not have built in voice chat. But at this point, seven years into the game, this is akin to burying your head in the sand. Are we saying the DBD community can’t be trusted to have voice chat in game? Are the devs worried adding in voice chat would lead to too much balancing work? I just don’t understand at this point- the idea of this being a horror game where you’re on your own lacking information is a fallacy at this point. This is basically an action PVP game where communication plays a big part.
Also, any built in voice chat should of course be able to be switched off but pretending a large amount of players aren’t already on coms and that its effect is negligible is just silly at this point.
Considering everything I've seen and heard about how people are choosing you use TCM's voice chat, yeah...No thank you.
That has been out for mere days and already people on twitter are complaining and posting videos about how voice chat is mostly troll noise, slurs, and people doing call outs like their playing siege and raging when folks don't follow their orders.
At least DBD makes people have to wait till endgame text chat to express their BS only to get filtered.
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@Dynamical said:
Today is Tenno-con, a convention for Warframe fans to celebrate the game, and they just gave an update on cross progression and slated an estimate timeframe for it(by the end of 2023), furthermore, they even DELAYED the official release on mobile to next year to focus and dedicate more resources on cross save.
Warframe is now 10 years old. It came out in 2013. There is no reason why Warframe can do it but dbd can’t.
There's nothing more to update us on.
They've said multiple times that they are willing to do it, but for undisclosed reasons the console companies aren't on the same page.
If I had to hazard a guess it's probably an issue of revenue generation. Cross progression suddenly means people are going to have more avenues to get content at pricing that is most likely going to be cheaper than in their own native marketplace apps. Think about how often dlc is on sale on steam and epic vs console shops, they probably want something to offset that potential dip in revenue.
Though we'll never really know cause that sort of stuff is back of house inside baseball junk you don't disclose unless you enjoy lawsuits.
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@jes___erb said:
ive almost quit playing dbd bc of the vaulting hit boxes. Several times a day I’ll be 4 ft past a vault. Or falling off a vault and be halfway to the ground and still get hit. It happens to all my friends on here as well. Making vaulting almost pointless. In a killer favoring game why is one of two escape methods so unfair.
Part of it has to do with latency
Part of it has to do with how the hit capsules work
It's hard to tell exactly which is more likely without some example footage.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525171#Comment_3525171
Well, that was in the gym
Adriana lore It is not mentioned that she has been trained in this or had physical strength since childhood
Well let's take the huntress as an example
Well, she's a hunter. She and her mom used to hunt animals for a living
Here, the writer does not need to mention where she gained that power from, because she is a human being who lived her entire life in the forests, hunting animals and carrying them on her back to her home throughout her life.
But in the traditions of Adriana, it is mentioned that she is an ordinary person who started with a loving family , It was mentioned that she likes to be superior to everyone and is satisfied only with being the first
The tradition continues until her father reads the manga and decides to become the character in the manga
However, it is only mentioned that she was killing executives with her weapons that she invented, Yes, she invented a semi-automatic weapon, but she still has to bear its weight on her hand, and she is also the one who moves the weapon, not the weapon that moves on its own
Also, she loves her mother and tried to help when the family was in a difficult situation
So, after becoming a self-made millionaire, what prevents her from taking care of her mother, especially since she loves her like her father?
She's a multi-millionaire, even if her mother needed full time assistance she could afford to pay professional home care assistants to take care of her. Yet, again I ask why do you find this relevant when the biggest problem with her lore that everyone seems to agree on is it being about other people more than Adriana herself? Whether or not she takes care of her family is irrelevant to the important bits that define how and why she became a murderer.
Adriana is obsessed with being the best and she is also emulating Skull Merchant from the manga who is also obsessed with proving she is the best and finding excitement in the hunt especially when she feels there may be a slight challenge.
No killer's lore goes into grand detail about their various training regiments in the lead up to becoming a killer. Why people that from Skull Merchant, but literally are willing to just accept that every other killer is just good at murder because the story said so is weird. The extreme specificity wanted for Skull Merchant either need to be applied for all killers or you need to make a better argument because literally no killer has that in their story.
Huntress and her mother did hunt for a survival, but hunting for survival doesn't instantly also make you good at killing people or even completely help you survive the conditions Huntress lived in. She lost her mother to a stag when she was young child, it is an insane miracle that she survived in the harsh desolate Russian-Siberian forests. This is even more of a wild feat considering at some point she started leaving the forest to go to villages and kidnap little girls to raise as her own. Keep in mind that Huntress lived in period with modern firearms such as nagant rifles which were pretty prevalent. We are just told that she's just that good at survival even when that highly unrealistic.
Motorized prosthetic arms can reliably lift 45 pounds from what I've read and we're talking about pretty old technology at this point. More experiment stuff like artificial muscle tissue has been tested to lift up to 500 times the artificial tissue's weight and that figure scales evenly with the amount of tissue used in a mechanical arm. Again this is terms of total arm replacement prosthetics rather than mechanical assistance. So, Merchant as far as we know is perfectly healthy physically and has full range of motion and strength in her limbs.
The average woman can lift between 50% and 125% of their own body weight depending on the type of lifting being done and other factors like age, training level, and body composition. This is why I said in an earlier post to really investigate the science on this sort of stuff because it isn't one size fits all and training is not the only or even most important deciding factor. This literally scale all the way down to genetic predispositions that vary wildly from each individual human so we have to work with averages which have inherent shortcomings because there isn't a singular average man or woman archetype in nature.
So, since we can assume she's healthy, fairly physically fit, and wearing a motorized arm brace which looks decent constructed and probably acts as force multiplier to her own strength lifting a dead guy shouldn't be that much of an issue for her. Now if we were to couch this in terms of how much is the arm multiplying her strength by that answer would require the writers to give us a detailed breakdown of the construction of her brace because depending upon the configuration, materials, and mechanical output this number can vary wildly. I'm not a mechanical or electrical engineer so I'm not even going to attempt to guess at all of that nor is it necessary to do .
The gym is one of the best places for women to unwind, relax, and gain confidence, all the while making themselves healthier. Yes, the gym is the best place for a woman to be able to truly express herself and show off how powerful she truly is, whether that's on the treadmill, elliptical, or even...https://en.wikipedia.org/wiki/Mechanical_arm
You’re in a special class if you’re a female and regularly do strength-training, but have you ever how you compare to other women in terms of strength? This article highlights statistics about numbers of women who strength train and how strong they are on average.Here some reading on the subject of women strength training and mechanical arms, feel free to look up more things on your own.
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@etms51 said:
I accept this discussion. The problem that if a survivor disconnects, it's not fair to put a bot and have the killer continue the game with bots, just because they leave in 3 people. To solve the problem, if it is a disconnection for crashes, you could put the function to reconnect to the match. (If the bot has not already died). However, if the disconnection is voluntary, it is okay for the survivor group to be in 3 (compared to putting a bot).
Obviously if it's a public match, if I want to play with bots instead, they can decide to play in the custom matches.
In public match plays with bot is totally boring.
There isn't a good way to distinguish what are crashes and people just leaving.
You end up in a situation where you're designing a system to only check for if someone clicks a menu button, but if someone just ALT F4's the problem isn't really addressed.
They should just end the game when it has to spawn in 3 bots. At that point it's joever anyway.
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If Reshade stops working I would consider quitting the game entirely.
Like I'm not concerned about boosting my wins, but I refuse to go back to straining the heck outta my eyes due to some insane notion that the game needs to be basically a shadow blob on some maps.
Also my current settings make Toba Landing really pop, looks like a comic book panel which I love.
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@thisislastyearsmodel said:
Hello all. I am once again asking for tips to help me learn a new killer.
I haven't played much Doc since his rework a while back, and even then I wasn't very good at killer generally so I didn't get much value out of him.
So, how do you use his shock well? I have a hard time figuring out when to use it because of the fact that it resets bloodlust.
Any tips are appreciated!
You use his regular shock to deny survivors the chance to drop palettes and vault windows.
You use his big blast mainly as a info tool and generally to keep them hovering around a decently high level of madness.
Personally I'll shock someone right as their going into a pallet or vault then do a lunge to hit them if I'm close enough. Doing this prevents them from being able to drop the pallet when they want or being able to fast vault which keeps them from making a ton of space. If done right you shouldn't need bloodlust to begin with.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524731#Comment_3524731
Dude, I'm talking about TOME 15, where she managed to lift a man with just one hand, as if he was nothing.
When looking at Adriana, it does not seem that she entered a gym or trained for that before entering the entity world. She is a little fat in some parts of her body.
Especially since a woman's physique is not conducive to lifting an adult man with one hand (except by the power of motherhood).
So this raises questions if Adriana's body is like any other human being, then how did she manage to do all these crimes? Especially since she is a killer and an employee in a company, and she also has her mother, and she must make time for some of her hobbies.
Where did she gain that strength from before entering the entity world?
If you don't understand what I mean, watch a video about Tome 15 where it shows Adriana in the woods
So I went and watched tome 15.
What are you on about? She stabbed that guy through the back of head and lifted him up with the SAME DAMN ARM WHICH SHE IS WEARING A MOTOR ASSISTED CLAW ON! She didn't even lift him that high and to make this point even easier to understand they were on an incline. A child could have lifted this man with those conditions not to mention that guy she lifted wasn't the guy who broke leg who actually looks heavier than her by a fair bit, but the skinny guy who actually looks like he weighs less than her!
https://www.youtube.com/watch?v=eDYOZ7KvwvYThis is a woman who is around the same proportions of Adriana picking up an absolute unit of a man. I have many videos and pictures of women lifting dudes with far heavy bodies in various ways. None of them have the fall back of literal machine assistance.
You don't have to work out a ton to lift an average person if you have things like good technique or machine assistance.
Her mother is a grown woman who can presumably take care of herself and thus doesn't need Adriana to wait on her hand and foot.
She's not the employee of a company she is some who takes her considerable wealth and uses it to strip mine companies for a quick profit and sale them off to first interested party.
Just like any high level capitalist she probably has far more free time then either of us will experience in our entire lives. She was born into money, made her money, and then turned into the sort of business person who just makes even more money at the expense of everyone else around her. That doesn't require a lot of hours at a desk which even if it did you can still get a decent upper body workout if you just buy a set of dumbbells.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524937#Comment_3524937
It is pretty clear than whoever wrote her lore didn't know the minimum thing about investing, finances, the Brazilian school system or even advertisement revenue.
Do you really expect them to know how companies works? Or that the real owners of a company are the shareholders and not the CEO? Or even that who really makes the decisions in a company are the management board and not the CEO, and if he disappears they only have to elect a new one and business would continue without issue and won't change the price of "buying a company" or affect it in any way?
But "Killing the CEO to take over the company" sounds cooler than "Killed the CEO because she felt like it and then, somehow, was capable to bought enough stock from the company to take over". Because if it wasn't through stock buying, I can't imagine how there would be so many companies with management boards and shareholders willing to sell the whole thing, less so to someone that would just restructure all the company to sell it again, as all that info is public and she has done it "regularly" in the last two... Sorry! Language barrier! 7 years.
But hey, you only have to turn up your suspension of disbelief to the friking moon, dude! Do it and start to like this over the top and unrealistic writing, or you are just a hater.
Not all companies are owned by shareholders to begin with. You only have shareholders if your company is a publicly traded company or uses one of the two company structures that give stakeholder shares to early investors rather than a flat return on investment during the start up phases of the company. You can grow a company to quite a large size before you have to consider instituting a board of directors led by a chairman. You have of course stakeholders even if you're a private company, but in that instance a stakeholder isn't necessarily someone with a direct vested interest in the company, but social group of people who are affected by the company.
Say, you open a ice cream factory in your hometown. You are the owner and the people who work for you are your employees. Those employees are also stakeholders along with their family members and generally the entire town. Now their not your investors, but if your ice cream factory does well the town should also do well. If you pollute the water table, destroy local businesses, or underpaid employees then the town suffers as a result. The town doesn't have direct vested interest, but you are still beholden to them even if not monetarily or contractually. You can decide that you don't want that to be the case and sale off your ice cream without anyone really getting in the way of that other than potentially the government.
While you do need and should suspend your disbelief because they are side stepping a lot of complex minutiae related to business and investing it isn't anywhere near as extreme as you're making it out to be. The level of wanting this hyper correct interpretation of all the most minor business stuff is wild to me. Why do y'all not ask for this level of factual realism and minute detail in any other killer's back story? Skull Merchant's back story may not be the strongest, but it isn't actually any where than when Artist was released with back story involving crows which is a species of bird that isn't found in her country. Her entire back story is centered around them.
If you don't like Skull Merchant just say that upfront and move on. It's fine if you don't like her, but y'all have chosen to fight a battle against her back story when you don't have to and seemingly lack the actual arguments to do so. Instead you retreat to the hill of "this isn't realistic" when the goal isn't realism to start with and there is realism, but since you don't like and probably don't want anything about her to be the least bit valid you're pulling at every single possible thread. That's weird behavior to engage in when you could just say "Skull Merchant is trash, imo!" and move on. You don't actually care about her lore at this point and some of y'all are displaying how deeply you are lost in the sauce to the point where you're questioning how someone can take in information and then make use of said information.
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@Archael said:
I might read it poorely (most probable i did), but how she become owner of a company by assasinating their directors? How this works? Arent those companies had someone above those directors, like owners? But even if we assume those directors was owners od those companies... How she become owner by killing previous owners? Did she tricked them to sign an ownership for her? How? How two signatures was enough?
Also
She started a website that earn her lot of money... Okay, i can believe on this tho its stupid.
But then she learned ecnomics im school library and because of that she trippled her stockpile...
How? By reading?
After that jump in wealth, before 18, she already had money to buy small companies... How? Those money she got by reading multiply by its own? Or she performed more reading?
Okay. Lets assume that she done good investments (learned by reading ecnomic books, not by some self made brilliant ecnomic algorithm or something like that). This rises another question - why only her? If becoming self-made millionaire require only reading ecnomic books to learn how to invest, then why and how noone else did this? At least authors of those books?
All of this stinks. Its not only unrealistic, but also falls apart when trying to analize...
I think she lives inside some manga, she is some cheap manga character from world build around her. It is the only explanation.
The basic structure or large companies varies, but usually includes a Chief Executive Officer who can also be the President of the company or these two positions spread to two separate people. Next, is the Board of Directors which as a collective group can have decision making power on par with or out ranking the CEO/President of a company. There are other high power positions, but these are the most relevant when it comes to the decision of selling the company. She only needs to kill anyone who isn't on board with the selling of the company to her and if the company is small that actually might only be one or two people.
Why do you feel it is stupid that started a website that earned her a lot money? That's literally how Roblox functioned it was started by a couple of people and through the exploitation of free labor by its underaged user base grew into a multibillion company that is now traded on the stock market.
It is already expressed in Skull Merchant's lore that she went to a very prestigious private school and would have graduated first in her class if her family didn't start having financial problems due to her father's successful manga falling out of publication. I don't know why people think it's weird that she learned basic business and investing strategies from studying. That's literally how you learn those things and pretty learn everything that is thought intensive rather physically intensive. This stuff isn't uncanny arcane knowledge that only a few people have, you go to your local library or look up online how to get into stock trading or set up business. The barrier to entry isn't the knowledge, it's the money needed to get started. She made the money via the website and used her child prodigy level intelligence and obsessive drive to onboard knowledge from books.
She was making a shitload of money from the website that she then invested in the stock market effectively enough that her initial invests grew rather than shrank. The stock market is basically a casino for where you're betting on whether or not businesses will make a profit and increase their value. You do this by buying shares of a company's stock which gives you partial ownership stakes in the company. If you buy enough shares, the majority of shares which is 51% or more, you become the de facto owner of the company. This is the simplest way I can explain it without this post turning into a intro to business textbook chapter.
I don't know why you think no one else has done this? Clearly the people who wrote the books have done because they were able to write the books explaining the concepts and steps. You want to see real life examples of people who pretty did the same thing there every self-made crypto bro millionaire. They range from actually smart people who made good investments and got lucky enough to make their bag to criminals who tricked people into investing in their own companies which were just websites they were running out of their bedroom servers. There is professional stock trader Warren Buffet who has literally been buying into businesses and trading before the advent of entire fintech(financial technology) sector. He's old as dirt and still remembers when you had fill physical forms depend on rooms full sweaty pencil pushers.
I'm starting to feel like I exist in manga where everyone has just completely disconnected their minds from the world around them.
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@BlightedTrapper said:
At least he's not miserable to face as survivor, unlike the last two gen defense killers. I think he's far more fun to play than Skull Merchant as well. Killer is a W in my book, shame a lot of people disagree.
That's gonna be the major difference maker with this killer and really any high skill floor killer
Beating Singularity is fun because how to defend against him is easy to understand and extremely effective. You feel that you're on a sort of even footing and it is easy to tell if the person playing him is good with him.
On the flipside playing him kinda sucks. It's a lot of work without a equally worthwhile payoff and thus it doesn't feel like you're rewarded for investing time to develop the skills necessary to be good with him. This is compounded with being so easily countered in a way that is non-negotiable. It doesn't matter how good you get as your power will get shutdown just the same as if you had no skill at all. You never get to a point where you feel like you're on even footing.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524521#Comment_3524521
Is it 16? I thought it was 14 seconds 🧐
According to the official wiki it has been 16 basically the entire except for when you could shave it down to 15 seconds by hitting the the wiggle skillchecks when they first added that system in. They removed the time save though so it is 16 seconds no matter what again.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524486#Comment_3524486
Skull Merchant being a child prodigy who found success early in life and became a powerful corporate executive who invents fancy technology to kill people because she's a success-obsessed sadistic psychopath is fine.
The problem is that none of the important stuff is explained in a satisfying or believable way, so the idea looks and sounds stupid as hell. Because it's presented stupidly, with a lot of pointless filler.
That's a fair point to be made, they did not do a great job expressing her origins. The heavier focus on her dad and the manga makes her existence feel more like an afterthought rather than the point of the narrative. While I like her lore I will never say it isn't conveyed in a lackluster manner.
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You realize that outfit is a costume right? Like she's wearing it to imitate the manga character and it's designed to be rather utilitarian in nature because functionality is just as important as aesthetics. It's not meant to entice so much as it is meant to not hinder her movement and leave a ton exposed skin to get scratched and cut while chasing people through woodlands.
Again not sure what her looks or their potential to drive folks to buy other cosmetics has to do with anything regarding her lore.
The differences between men and women aren't as extreme as you think they are. You seem to be under the impression that women are de facto inherently weaker or less athletically inclined as men to which I would say take some time to investigate the science on that and look at yourself on a personal level to figure out why you feel that way. It's a complex topic that is very touchy for me get into so I'm gonna leave this point alone.
No one "becomes evil" in a vacuum. She's a psychopath which while we don't understand the exact mechanics of what makes a psychopath, science tends to lean more towards that being an inherent psychological trait people are born with. The manga more or less is of a guide for madness rather than the cause of her madness. Considering how DBD's lore functions most of the time we can probably blame the Entity for her father creating the manga manuscript then just up leaving the family. IRL most psychopaths do grow up to be business people, doctors, politicians, and judges. They lack the capacity to feel a great deal of emotions which paradoxically makes them extremely good in high stress, decision making jobs. Only a small portion become criminals and even smaller portion becomes serial killers like Skull Merchant.
So, again she's hunting people who most likely aren't experienced in being in the woods let alone in a life or death combat situation. She's armed while her victims are not. She can chase people through the woods because she has spent the time and money to craft specialized drones that give real-time tracking data and if you go by the lore in her addons these drones are outfitted with an array things that severely hamper her targets. As for picking someone up with one hand when killers enter the Entity's realm the entity empowers them so they can carry out the trials effectively.
She does use the same weapon during crimes, but her weapon while super unique in design is not super unique in function. If the cops were to find enough bodies to piece together that all the wounds are made by the same weapon they still would not know what that weapon is exactly. They would be likely to misidentify it as knife or sword wounds first.
This is another point where you're strawmanning an extremely minute detail that isn't usually brought in any killer's back story. Though to tackle it with an answer, she probably does take something like that into account which is why she doesn't kill absolutely everyone in a position of power at the company. She's specific in targets, picking off only those who actually stand a chance of preventing her from getting what she wants. Law enforcement also don't typically set up vulnerable people in life threatening situations to catch a suspect. In the times they do perform what is called a Sting Operation, they will usually use an undercover cop which presents a problem for them. Skull Merchant isn't dumb, she stalks and maintains files on everyone in a position of authority in the companies she wants to acquire. That means that the cops can't just stick someone new into the company without her noticing something up.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524486#Comment_3524486
The problem is that she is the lucky lady who never makes a mistake, and all this is under the justification that she is smart
Well, she was smart enough to create a weapon with a strange and distinctive design that would expose her on an investigation in case they found bodies.
And she was smart enough also that she takes companies after killing them, and this will raise suspicions, and also if it is requested from sites such as Amazon, then this will also expose her. Why does a woman working in companies ask for such tools?
It's like she says: I am smarter than everyone and everyone is like animals
Yes, everyone was oblivious, and no one asked (Do you notice a relationship between the disappearance of employees and that woman taking that company?)
And the police were very poor in searching for the missing and did not know how to ask people about the last place they were seen
And none of the victims told his partner, wife, children, or anyone else that he was going to meet a woman who did not know the feminine taste in a suspicious place. (Why? Because she has sharp intelligence!)
What is her plan to kill them? Let them run in a forest and I follow them, NO! my feet are weary! It's okay, I have a sharp IQ (problem solved)
After chasing and killing them, what now?
She will need to walk a long distance and she does not have anything to eat😔 It's okay I have a sharp wit! She whistles and summons a horse from the RDR and comes out of its woods (And then she kills the horse because she read that from the manga)
That manga taught her how to be smart, and lethal, and she also ignored all humans and became smarter than them.
And none of the victims told his partner, wife, children, or anyone else that he was going to meet a woman who did not know the feminine taste in a suspicious place. (Why? Because she has sharp intelligence!)
This is second or third time you've brought up this perceived lack of femininity. To get this out of the way, what the hell does that have to do with anything? Bringing this up and being incorrect about it I might add doesn't help your arguments. It actively hurts them because basically it's a weird attack on the character's expression of their gender which really isn't factor here. It's making very difficult to take you seriously and you're starting to come off pretty misogynistic.
Her weapon is distinctive, but that is more of a visual issue than anything. The wounds it leaves would the same sort of slashing and piercing wounds you'd get from someone wielding long knives or short swords. Things that a pretty common to come across and while her victims see her with the weapon literally no else sees until she encounters Thalita and Renato. You can't look for a weapon you don't know exists and has been used in the commission of a crime. To know a crime took place people have to find the bodies which seem and the first thought isn't going to be "these people were killed with a mechanized claw!". It would take a plurality of bodies and someone who is familiar with Sonhadores Sombrios. Which would be difficult considering it's a manuscript in her possession only and was never seeded around for publishing. Solving her crimes would require depending on evidence other than weapon's distinctiveness. You'd need to look for finger prints, dna, any circumstantial evidence that could Adriana to murders.
She's a vulture capitalist in a long line of other vulture capitalists who are likely to all have been vying to buyout and gut lucrative companies for a quick profit. You'd have to look into her business dealings, which requires cause to get a warrant to do so, then recognize a potential pattern. That doesn't get you anywhere close to catching her because quite frankly people go missing all the time for a ton of esoteric reasons. Just because things happen to her benefit doesn't necessarily point out that she's the culprit directly, it is more plausible that she would be part of a criminal conspiracy. That's the first angle law enforcement would run down most likely and when they don't produce any evidence of said conspiracy the would go cold. Good cops don't immediately jump to the conclusion there a serial killer involved because serial killers are rare.
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@egg_ said:
Like seriously, it's a pointless waste of time and it promotes lobby dodging or targeting. The moment you press ready from your "offline" lobby and you get matched, you load into a game immediately. Why is it not already like this?
It doesn't work that way for multiple reasons:
1) DBD is a setup game- Due to DBD lacking a lot of environmental interactivity, we're meant to be more focused on tailoring gameplans as killers based on what we can see survivors holding. It's the only information we get about survivors so just jumping straight into a match means you need to run builds that often just boil down to all round meta to just cover generic bases which sucks. For survivors it gives them a chance to finalize or change their builds and communicate with each other since they can't communicate mid match.
2)The way matchmaking is handled- The game when you click the button to find a match isn't just trying to throw you into a lobby anymore. It trying to stick 4 folks together then send them to a killer then it backfills as necessary. If you want to have the game skip that process and go straight to the map you should get ready to have teams with bots more frequently or spend time re-queueing when people inevitable just drop out mid match load.
3)The game actually isn't even made yet when you queue- There is a decent amount of procedural generation that needs to take place in the background that is most likely being done partially while everyone is in the lobby.
4)Chances to back out are good actually- While people hate when it happens, giving players the chance to back out if they don't feel up to playing with certain people is a good feature to have. Especially in a game that doesn't make use of a drop-in matchmaking feature like this one. Sometimes you queue up for a game as a survivor an see you're on a team that has a partial swf and your previous experiences playing with setup hasn't been great so rather than make it impossible to back out at all just let that person leave before the game has even started. Killers dodge lobbies for many reasons and while they may not be valid in some folks' opinion it is better to give them the chance to back out and be replaced rather than them DCing mid load and everyone going back to the queue anyway just with extra wasted time.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524420#Comment_3524420
security breach was the worst one in the series worse than fnaf world
I did say that it was the thing least liked by FNAF fans.
Thanks for confirming that.
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@KuKiChan said:
Just return the A/D system, cuz´this one with skillcheks is so useless. Few years ago, when I played, it was a challenge to wiggle but possible, now it´s entirely impossible to do... It feels like killer can carry you trough entire map few times before you´ll get off him... This new wiggling system is so trash🤮
That is pure perceptual bias at work.
You were physically doing more work thus your mind believes you getting better results, but the truth of the hard numbers is that it is taking exactly the same amount of time as it did in the past to wiggle off the killer's shoulders the only thing that has changed it that is you no longer are doing the same level of physical work.
It has always taken 16 seconds no matter which system was used.
The Wiggle Mechanic, also known as "Wiggling", is an integral Game Mechanic in Dead by Daylight that is only available to Survivors, and only whenever the Killer is carrying them. Whenever a Survivor is being carried around by the Killer, the carried Survivor has the option to struggle against the Killer, which is called "wiggling". The Killer can pick up any Survivor in the Dying State and carry them around (ideally to a nearby Hook).Killers can also interrupt Survivors who are healthy or in th -
@Archael said:
Skull Merchant lore is implying that its set in real world, or something simmilar to real world, yet it also portrayed her as Tony Stark but without his parents buisness that gave him a head start... this is unrealistic, especially in real world.
Tho if we assume that she is set not in real world but rather in some manga world, where anything can happen and where protagonist is always the best... then all of this may have sens.
Why do people act as if child prodigies don't exist and that going to private school isn't a massive head start in both building a knowledge base and social or professional connections early in life. Merchant's childhood had the barest amount of struggle only after her father's manga fell out of publication, but before that she was basically born into decent bit of money. Also why do people keep acting like her building things is some sort of insane unrealistic feat when you can literally order a drone building kit on amazon and just go to town. It's not super hard to become hobbyist maker, there is an entire industry dedicated to making it as easy as possible. It's actually a pretty popular thing to do in a lot of countries and has significant overlap with cosplay communities.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524339#Comment_3524339
But can they do that?
Like... How many hooks per match as each killer? Do they have stats for hooks as well?
They most likely have that data as a part of vastly larger set of data, but it isn't necessarily important to parse for that specifically.
This is what makes statistics sort of a trap. Too much information and can be just as bad as too little information.
Generally speaking hook states aren't as useful to know as the end result which is kills. If the kill rates are trending lower you can infer that the hook rate is also going to be on a somewhat similar downward trend and vice versa.
The only point in which the hook rate really matters in standalone form is if there a strange statistical deviation by a large margin between it and kill rates. Like say hook rate is 80% across all games, but the kill rate is only 40% across all games then you would want to investigate why the hook rates are so out of whack.
Knowing that type of highly specific data point is interesting brainworms for us as players, but it probably isn't something they could immediately pull.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524420#Comment_3524420
Sorry, but I don't agree with you, starting with DbD would make exactly the same job conveying FNAF as it did conveying Alien, in the sense that it feels and plays just like another DbD killer with a power instead of feeling like an Alien at all.
About the narrative, the first games already had a good paranormal lore in them, even if the game didn't shove it in your face and you have to fit the subtle clues you would be finding. In fact, I think that is what maintained most of the people hooked to the franchise, as like you said, the main game mechanics was simply jumpscares that get boring as soon as you get used to them... just like in DbD, ironically.
So, again, I think that "an animatronic that in reality is a device to dispose corpses possessed by the vengeful soul of a child" is a pretty cool and fitting concept for a game like DbD. They don't even have to think in the mori, as the logical thing will be the animatronic opening and capturing the survivors inside like the "meat grinder iron maidens" they are.
Xenomorphs are known to attack with their tails at their most basic. Considering they chose to go with a Warrior rather than a Spitter or Praetorian or the infamous dog runner variants the tail attack makes a great deal of sense.
When it comes to the paranormal stuff, yes it is in all of the games, but it isn't in a weaponized form. It's subtext and the use of it more akin to Amnesia's in the sense that it is a tool that creates the setting rather than defines a set of abilities enemies use against you. That's has it's place, but as you can plainly see you really do not want to leave things up to the devs alone when it comes to power creation. An animatronic stops being particularly interesting once step away from the mori.
The animatronics being made of remnant metal composed of souls is a great back story. It works well in its own universe, but sadly Scott didn't really put that in the games too well. He put in the much less engaged with and far more cryptic books, comics, and coloring book. If they made a Security Breach chapter there would at least be something to inform the power of the killer and the designs are the most visually interesting, but it would still be overall just a weak chapter with at most a m1 killer.
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@Batusalen said:
Can I ask why? Leaving the most... "passionate" FNAF fandom aside, why it would be so "cringe" and unworthy of having a chapter in DbD?
After all it is still a big horror franchise with interesting characters and story, like it or not. In fact, it will be more fitting and worthy of be in DbD that other things they added like Nicolas Cage or Attack on Titan in my opinion.
It would be cringe because in all honesty there just isn't much there to work with.
DBD wouldn't really do a good job conveying what makes FNAF interesting and FNAF doesn't really bring anything to table to a truly unique or engaging experience. Narratively speaking, most of the best story beats and powers don't belong to the animatronics in the games, but side characters in the expanded universe novels and comics. Characters that most folks who aren't into FNAF won't know or view as important unless you're a diehard FNAF lore fan or watch Game Theory. When MatPat's doing the heavy lifting of getting your universe across to the normie populous of gaming you're probably not that interesting in your main games.
The best thing they ever made was Security Breach as it finally broke out of mold of being a stack jumpscare mini games and showcased some very minor facets of the true supernatural nature of FNAF in a tangible weaponized way, but it is also the thing FNAF fans seem to like the least.
This is a chapter that would be a big cringy nothing burger.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524055#Comment_3524055
Well, when the adrenaline goes up, the person's concentration increases
And not everyone is afraid like the other. Some scream and others become silent
Let's think about it. You're up against a woman with a rather heavy weapon, but a long one
With this in mind, places with dense trees or vegetation can be used, where her weapon may get stuck in, and here she becomes weak because she relies only on one weapon or exploits that to escape
Especially since you are in a forest, and it is common for you to stumble
But as usual, Adriana did not enter a gym, and yet she managed to carry a heavy weapon and also carry a man who was stabbed in the head and raised him as well.
All this makes me believe that her story is about evil dreams
Merchant's weapon is designed so that it distributes its weight fairly well from her shoulder all the way down to her wrist. It's literally strapped to her shoulder and motorized so while it may be heavy it isn't really going to slow her down. Also, she does train and quite a bit considering her map is literally designed to show this with gouged and sliced up target dummies. As for her picking up and carrying someone, do you believe that all 4 members of Legion can do that? What about Trickster? All of them around about the same physical build of Merchant. Deathslinger has a bad leg and still manages to carry people.
You're trying to apply hyper rational logic to situations where they don't apply. You're literally trying to strawman debate every single minute detail only to have basically everyone else disagree with you on the particulars because what we do know about her from the back story we were given, her physical design, and the details of her map prove in most regards that you're straight up wrong.
Yes, people can do a multitude of things when they are scared, as I said fear is complex. Yet, the vast majority of people when threatened with death aren't in state where their mind is going to become hyper rational and smoothly breakdown every option they have. You have the benefit sitting at a computer not under the pressure time and violence to consider those things. Even career soldiers who've spent a lot of time in active warzones still talk about how easy it is to get overwhelmed psychologically when their lives are on the line. You can only process so much information and spikes in concentration aren't always good. You're at risk of hyper focusing on the details rather than just taking any action all. What do you think people mean when they say some is in a state of shock?
Her back story isn't gonna win any writing prizes and it isn't going to scan if you come at it from a place of looking for the most realistic standpoint. She's not real, she's a character in a videogame, a videogame in which half the cast are cheesy horror movie tropes or just actual characters from actual horror movies and a streaming show. Now if you want, I can explain to you how Skull Merchant has some relation to at on real world serial killer.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524001#Comment_3524001
Well, all of her victims did not defend themselves
Don't tell me they were all afraid of a woman who didn't even have feminine taste in clothes
Speaking as someone who has been in several IRL situations where my life was seemingly in danger.
Each time my brain shut down and I froze. Not everyone fights back and especially when they have a weapon pulled on them fighting back is likely going to be the last things on their mind. You might know you should try and fight back or run away, but you lose control of your body. You mentally do everything you can to get your body to move and it just doesn't because you're overwhelmed.
Your heart races, your body tenses, and those first few seconds can feel like hours. You think a million things all at once and you stop being driven by rational calculation and turn into a scared animal. You have to train to overcome that state, you have to train in order to be able to maintain self control and rational thought, you have to train in order to be fight off an armed attacker on a moment's notice. If you aren't part of the small percentage of people who are just wired to respond to threats with violent resistance then you're either going to run or freeze.
Proximity to danger also dictates your response. When you can't actually see what is threatening you, your mind will tell you to run as best you can to make distance or find help. When you're staring someone no matter how their dressed with weapon our minds recognize as lethal you're more likely to freeze.
Fear is overwhelming, complex, and deeply rooted in every living being. It's primal in a way that humans often aren't prepared for when in the context of life and death. It doesn't matter if it is a woman in a jumpsuit and bedazzled mask or a spooked security guard drawing his service weapon right in your face because your cd walkman started clicking when you we changing the cd while walking behind him.
You're expecting pampered, rich, and untrained businessmen to fight back against someone who while having a similar background is them has spent her free time crafting and training to hunt and kill people for sport. Most victims of violent crime don't defend themselves and even when they do studies have shown that it often escalates the situation even further out of their favor more than it saves their life.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523959#Comment_3523959
So it is logical that you resist and try to keep him away from you in order to gain a distance, not that I watch as she stabs the leg and I do nothing
Well, as I said in the zombie example, if it grabs you or knocks you down, you will try to keep that teeth away from you because one bite and your life is over.
But at the Skull Merchant, he didn't even try to kick it with his other unbending foot and push it away, he just pleaded.
In other words, he gave in to a small pain in order to receive a much bigger and worse pain
Please go look up how the fight, flight, or freeze response works.
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@oNitrate said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523668#Comment_3523668
I firmly believe you have not read my post lol. The match does not have to play out the way I want it too. It merely has to be playable. Again, you have missed the entirety of my post. I do not believe that because I have spent money on this game that it makes me any better or deserving of preferential treatment. Your and my definition of Sunk Cost Fallacy appear to be different. Does not surprise me though, given you are not comprehending what I wrote. That is not a dig at you, that is just a fact. The definition of Sunk Cost Fallacy is thus:
the phenomenon whereby a person is reluctant to abandon a strategy or course of action because they have invested heavily in it, even when it is clear that abandonment would be more beneficial.
Tell me how I am displaying a reluctance to abandon a strategy or course of action when I literally made the post stating I have changed how I am playing to create more fun for myself lol. You "read" the entirety of my post and only took away the fact that I am throwing down pallets in what you deem to be a tantrum. How does that not make you the entitled one by telling me that I cannot have fun by playing the game how i want to play it? If i decided to just play stealth and do no generators would you have a problem? I am doing what is making me happy in a game where it has been made abundantly clear that you, and you alone, are responsible creating a fun match. Whatever strategy I could write here that results in me having fun and isn't what YOU want is going to be labelled as entitled. Again, in my post, i do not care if you call me entitled. Which is all you are doing lol further proving you have not read what I said. If you think lobby simulator is a health state for this game, your delusional. I am merely wanting the opportunity to play the game. I DO NOT CARE IF I DIE. If i die first, second, third, fourth, it does not matter! I simply do not want to spent the vast majority of my time not playing. Anyone with a brain can agree that that is a simple request. You chase me and are better than me? Great! i love playing against people who are better than me. Makes me get better at the game. Your are the epidemy of what is wrong with this community. Tell me I suck, tell me im entitled, again, I DO NOT CARE lol. My discord is steadily growing and we are having fun with a game that we have the same right to play as you. Your fun does not out weight ours. If you have such a problem with us playing the game in this manner, kill us. Simple. Not like that isn't what we want lol
You are reluctant to do something that would be more beneficial for yourself though.
The way people the game isn't currently isn't fun to you, but the way you've decided to address that is to play in a way that is actively damaging to the others who are on your team in much the same way as getting tunneled out by a killer. You are rather than removing yourself from the problem just becoming a another facet of the problem that is hindering you from having fun. So now, you in a bid to take back your fun have harmed other people's fun and seem to be growing a community of like minded people who will also go and harm other people's fun. Which will in turn just make the original situation that you find fun worse.
The best option considering how you have expressed your feelings and thought process in your posts would be to take a break from the game. Literally, do anything else other than play the game for a while so you can reset yourself and not have to deal with not having fun or making fun on bad terms for yourself and others. Yes, you've invested a lot of hours and love this game, but anything you have done for that long that consistently will have multiplied effect on your emotional and mental state when it stops being fun. Doesn't matter what makes it unfun you and it doesn't matter how much you seek to regain control of that fun you used to have. At some point you need to step back and take a break to let the game sort itself out.
Do not make DBD your only or even primary interest if you have 4 digit amounts of hours into already. Your current strategy isn't going remain fun for the length of time you've already invested. You're gonna burnout and end up quitting the game entirely which will the worst case outcome. You're not the first to take this exact same approach most of the people who came to forums to post doing exactly word for word what you're doing that didn't just take a break from the game for a while ended posting about how they are permanently quitting the game. Let it go, take a break, play something that is the furthest away from DBD that you enjoy and come back in a few months or a year.
You will be happier in the long run. Trust me.
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@IlliterateGenocide said:
Most unrealistic thing is her killing and taking over companies... thats not how that would work in a million years.
you could say "she spent years rising to the top in multi-billion dollar companies" then killing them? but even then those business would go to next of kin?
Well consider what she's doing here.
She's a large venture capitalist who is buying into already established businesses and then turning an gutting them for a short major profit.
She only needs to remove the people who impede a company's board of directors from selling the company to her. Now she could go through the process of blackmailing them out of the company, but it is just faster to kill them. She's already rich and crazy so she can afford to literally just kidnap her problems and hunt them down for sport.
This pattern probably wouldn't even be super noticeable for a quite a while because doesn't always need to go those lengths to acquire a company. Some will just sell to her with minimal difficulty.
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@Boons123 said:
Her story is unrealistic and illogical
First of all, how did she manage to kill two men without any difficulty or obstacles?
And why did the victims not think, even for a second, of sabotaging the drone by throwing a pebble? They are also two against one, and not even at the Entity realm, it was easy to overthrow her
And secondly, She became a self-made millionaire just by going to the library and reading books? I imagine she found a book called "How to Get Rich in Five Steps" at a cheap price
Finally, she was able to kill important employees of the company and take their company, and not just once. She repeated it more than once without attracting suspicions or attention? What a lousy company that couldn't protect its employees and forgot about them too
In short, her story is a Disney dream, but the evil version
Extra: Edit the animation, make her run, not walk like she has a broken spine and walk to avoid pain.
Companies don't monitor their employees in ways that would prevent them from getting murdered and considering she also had a stake in the company she wasn't going to be instantly suspected of murder.
The drones she uses seem to have pretty beefy construction so yeeting a small rock at it isn't going to probably do anything. Also under a life and death stressful situation you aren't necessarily using your full brainpower.
People greatly underestimate how easy it is for people to kill each other. This is especially true when you put people outside of their established safety zones where they potentially have the advantage.
She became a self made millionaire by learning how to invest and then getting lucky with investments. This isn't unrealistic at all as that is how we've ended with the myriad of 18-22 year old crypto millionaires and billionaires. These folks weren't geniuses that made anything new they just learned the basics of investment strategy and then tried their luck. The currency and stock markets are just high stakes/high yield casinos at the end of the day.
People get murdered all the time and even though she was killing people in the same company, without evidence they would have no reason to just de facto assume she did it. The most you could infer is that either the company itself or these specific employees were the target of a serial killer or murdered due to possible criminal connections. Again companies aren't usually equipped to play the role of homicide detective and in either scenario the look worse if it were to come out their folks were targeted by a serial killer or some sort of organized crime hitman.
Also, she isn't real and this game isn't meant to realistic. It's fine, it's a straight up B movie grindhouse horror plot.
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@Necrobot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523309#Comment_3523309
There's a lot of sweatlords, yeah. Since 6.01 no one is meming with funny stuff on both side. You don't see funny perks like peebles for example, just meta perk or at least useful perk (like leader for example).
Do you have "fun" games ?
By that I mean the games i enjoy the most are those who are really closes one. The killer has a lot of hooks, the survivors did the objective and are close to death... It's impossible to predict who will win. One mistake then Boom.... Even if i loose in that kind of games, i really enjoy them. I would like to have more of them !
Not really
I get mostly alright games where I don't feel like throwing myself on the hook as the killer, but I generally can tell fairly early on when a game is not in my control. The really close games are few and far between, but I can't remember the last time I got more than 9 hooks.
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@Necrobot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523301#Comment_3523301
I know you are right and clearly made your point but I think their testing is not enough, it's not like they are new. That's why i may sound harsh. It's not a small game now. The game has 7 years and many problematics chapter at release (for bugs, twins and nemi come to mind) and killer "exploits". I get that the legion exploits (forcing bleed out) was something they didn't think about as it's really specific... You made on your point on that one, but for the skull merchant, I assume they know about the 3 gen potential problem and were forced by their release schedule. After all the problem was the same with the knight to a lesser extent. That was discussed a lot back then. I know they fixed things but for a game this big, it's really slow. Don't you think so ? Compare to path of exile patch notes for example : they nailed it in that departement. Not sure this game makes more money than DBD (but maybe i'm wrong). And it's free to play.
For the performance on console, i switch on PS5 and it's really good performance wise but you still don't have some pc advantages (for exemple filters, nightfall is really annoying for example as you see nothing, and controls for many killers are still really bad, they should improve this for all controler players but I think there's many things to fix first). On new consoles, you don't suffer anymore from framerate on some killers like doc was like a 10 FPS slideshow on lery's, on ps4. It was really unplayable sometimes.
PS : sorry for my english by the way as i'm not a native english spoken person.
I feel confident that Path of Exile probably makes a lot more money that DBD just due to how they've structured their monetization and the fact they are very strong alternative to Diablo which is an utterly massive franchise with overlap in former devs. I'm not super familiar with the way they handle content and patching in that game. I think they aren't a good comparison since their design is vastly different to that means their production pipelines are going to vastly different as well. What works in a diablo style dungeon crawler in terms of content pacing probably doesn't map well to DBD where you essentially have treat the game as if you're making two different games stitched together.
I don't doubt that the potential ran across someone's mind, but again it's matter of priority and overall objective. It's always going to be more important to ship content on time, on budget, and as bug free as possible. So, the hope was more than likely people wouldn't do it to the extent they have decided to do it and that the post ptb changes would incentivize folks to not use that style of play. I would refute the statement that the devs aren't as in a lot of ways they actually are. Like as far as public facing devs, there aren't very many left who were apart of the original dev team. You can also tell this extends into teams that aren't public facing as the general feel and approaches taken with content being made now vs in the past is substantially different.
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@Necrobot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522767#Comment_3522767
Vague number. Yeahhh it's really vague. Maybe you are on a better server, play at different time... I don't know. It's not the case here (EU, i play in the morning for the most part) like baby survivor with 10 hours versing 10 K hours blight and nurse and stuff like that ALL THE TIME and new killer vs experimented survivors. It goes both ways. It's really vague, yeahh.... My games are either stomp or be stomped, no middleground. 1 game out of 10 is like a fair and tense game. I don't want a strict elo, i just want the matchmaking to work and it's not from my experience. I'm not lying.
When you see some streamers, you can see that kind of stuff frequently.
EU's generally considered just a more tryhard server region that is also grossly inflated due to having smaller regions further away folded into it. At least that is what folks have said, I'm in NA East so I get a decent mix of stomp or be stomped and "this is alright" games unless I play at 12AM-8AM then it is only comp and streamer SWFs and unlimited sweatworks killers.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522753#Comment_3522753
Do you have any sources for the majority of the player base being on console? And do you have any objective information beside "just trust me bro"?
DBD has sold over 5 million copies across all platforms as of 2019
As of 2022 the game is reported to have reached 50 million players https://en.wikipedia.org/wiki/Dead_by_Daylight#Sales
This doesn't account for DBD mobile as we don't interact that playerbase.
According to Steamcharts the all time peak of players on steam was just 105,052 players. https://steamcharts.com/app/381210
Now consoles notoriously refuse to give out their player base numbers, but steam spy estimates that between 10-20 million owners are on steam. That means 30-40 million owners spread across every other platform. https://steamspy.com/app/381210
PC is the best platform to run the game on as it present the least amount of technical issues, but we haven't been the largest demographic for this game in quite a while.
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@Necrobot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522761#Comment_3522761
I agree on the fact that this problem is not easy to fix, but why putting that kind of thing in the game in the first place ? Why not testing things ?
I don't trust the dev with that "we are working on". See the topic about performance issues on console. They said few years ago they will do something about it, then... radio silence.
They do test things, but understand what they are testing for isn't deviant or high optimization play patterns. They're testing for bugs, code breakages, and game feel. What we do as players is often extremely different and far outside of what internal testers doing because we have a different objective than they when they interact with the game.
People look at this situation and see it as bug in the system, but the reality is that Merchant isn't bugged. She's not performing out of spec or creating a strange interaction. It's just that players have settled on a highly optimized and deviant play style which due to how her power is designed works extremely well for to the detriment of any other strengths she may have.
You can't test for player behavior, that isn't to say I'm absolving the devs of fault, just it's impossible to think every possible way people could use a set of tools when you're talking the scale of massively online game. As for performance issues on console, they have been working on it, but if you're on a last gen console there just isn't a great deal to be done it seems. It's definitely their weakspot, but it isn't like they haven't been shipping optimizations, but the the game doesn't run great on any platform.
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@Necrobot said:
No even if it's way more appealing that the three last chapters...
I'm not buying anything till some awfull issues are resolved (like skull merchant 3 gen, broken stuff on both sides. We need a matchmaking that works as intended like show the elo on the tally screen to prove it exists).
I really want to see the next midchapter in order to make up my mind. Changes are way too slow to come for a game this big.
Matchmaking is working as intended and the game isn't doing a strict elo to start with.
It's literally vague number number that marginally separates players, but often times doesn't matter because matchmaking speed trumps all.
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@Necrobot said:
I really want that and I think the game needs it.
Too much content, not enough testing like : skull marchand and on hour game is a proof there is a problem, especially after knight's release. And it's in the game for months now !
When something is broken on one side, it stays for a very long time (infinites, oppression and circle of healing meta...) but we are spammed with cosmetics (I know it's not the same team but they can hire for balance instead even if it's not money on a short term. It is money on long term I think. Same with bugs : the wesker bug that affect survivors who plays on controller is still there.
I think they should focus on fixing problematics things (skull merchant for example...) instead of spending ressources on things nobody asks for (the ugly amateurish new portraits)
I get that content make player stay but not fixing things makes people go too.
Merchant's issue is also a just a wider game design issue. It requires two major changes neither of which can be made very fast.
Her power needs a rework to prevent her from specifically from 3 genning and make her power actually more useful in normal gameplay. Then they also just need to work out how to on a systemic level prevent 3 gen scenarios from happening in the first place because it she isn't the only one who can hold you in a game till timeout. She's just the best at it
Both of these the devs have said they are working on, but redesigning a power takes a lot of time and sorting out generator spawns is going to be a lengthy process as well.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522562#Comment_3522562
DBD's player numbers haven't changed in the slightest with the TCM release. The phenomenon you're witnessing (longer queue times for survivors) is what we call survivors having a bunch of busted perks released back to back.
Considering the majority of the player base is on console and not steam that's almost certainly not true.
Beware of confirmation bias. Any major game release is going to poach some players away for a bit that's common sense which depending on where the OP is could be having a greater effect on their matchmaking experience if they were already in a low population region.
Perks are usually the least likely thing to mess with queue times.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522503#Comment_3522503
How many rupees do you get paid per TCM shill post?
It's kind of the truth though.
Massive overlap in player base with a new major release plus an upcoming chapter drop in DBD means folks won't be on till tomorrow afternoon at the earliest.
Honestly like the next month might see DBD having some pretty wonky queue times cause a bunch of stuff is coming out. Payday 3, MK1, Bomb Cyber Rush just dropped, Starfield, Lies of P, Cyberpunk's Phantom Liberty expansion. Lots stuff to take chunks out of the regular player pool for a while. Also we just finished an event which usually makes a fair sized crater in the player base as old ones return to their slumber to await the next seasonal event.
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@KaTo1337 said:
Simple Question.
Because BHVR squeezes out 4 new killers / 5-6 new survivors / 2 new maps every year, while every new killer feels kinda like a mixture of already existing ones, I wonder why they dont reduce the amount of Chapters to 3 to have more time for Bug-fixes and especially more Balance-Patches with Killer-Overhauls, Perk-Changes etc.
To be honest I do not care about chapters at all. Xenomorph looks nice, but in the end he is a mixture of Nemesis and Demogorgon, while a lot of killers who desperately needs changes or at least addon-passes have to wait for years to get adjusted. Or are they all fine in BHVRs opinion?
I know you make money out of chapters, but I assume there are more options to generate money out of the game than chapters and cosmetics. I assume you could do some sort of Perk-/Addon-Shop, some sort of a shop for different hooks or generators etc.
What is your opinion on this?
This game would die going through content droughts and honestly if the game got major overhauls at that rate then people would quickly become frustrated because you would never feel like the game has settled into a steady groove where you can just play without having constantly relearn things.
Then there is the timetable they have to work with in terms of making a chapter from start to finish which they said is about a year. There is no guarantee that additional time will result in a better or more unique killer that's actually playable by the majority of players. Sometimes a idea can be in the over too long and come out worse than if you had just shipped it and moved on to next project. Cycling through projects gives you time let your previous creations breath while you recharge your batteries so speak. They might have a killer power they think everyone will love, but then it doesn't hit the mark. You can't really just rush back into it because you probably have no idea what people find problematic about it and you're probably close to burnt out thinking about how to make said power. Moving to the next project gives you a chance to reset and focus on something new that might end up helping you fix your older work.
I'm more in favor of taking maybe one or two operation health chapters every couple of years to like iron out long standing balance and bug issues or experimental chapters where rather than adding characters they add new ways to play the game and see what pops off and what doesn't.
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@PyramidFootLicker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522309#Comment_3522309
No one is asking for every perk under the sun to be usable as basekit, Kindred is an information perk that is pretty much almost required to use if you play solo and can often feel like an annoyance because trying to experiment with different builds can be a chore if you have to place perks that are pretty much required. It doesn't detect stealth killers or killers who are undetectable anyway it's literally just ONE perk that's a QOL change over all the dozens of perks survivors already have that people want to try out.
SWF players don't have to worry about this because they have Kindred 24/7 via coms and can give real time information about the killer's position EVEN when they are in stealth or undetectable without the need to sacrifice a hook state to do so. Kindred is not useful to them at all if they have coms.
Everything is a give and take in this game. Players need to learn that and accept that when it comes to asking for base kit variants of perks. Base kit kindred isn't a QoL change in the truest sense as it doesn't address an issue, but rather just absolves players from making decisions. As someone who plays solo survivor exclusively when not playing killer because none of my friends want to play this game anymore, kindred isn't required at all. Having it base kit isn't going make teammates play any better than if you just ran the perk, but you don't need to run perk either just run whatever build you want.
I've said before in other threads, but no amount of feature creep will bring the solo survivor experience up to the same level as SWF experience. They would need to actual in game voice comms and even then in solo play you're most likely still going to be disregarded by chaotic teammates doing their own thing. At some point you just have to play the game and just do what you want as best you can. Experiment with builds and just toss the notion that you NEED kindred out the window because clearly it's holding you back from enjoying the game. I could understand if Kindred provided a feature that relates to accessibility in some way like the way people used spine chill, lightborn, or shadowborn. Just having extra info to have it under the notion that it somehow gives you any equal footing with a group of players who as a survivor you don't have to play against just doesn't seem right.
That's not even taking into account the minor balance issues that do exist if kindred was made base kit. Not every killer can opt out of it nor should they inversely be forced to makes around trying to opt out of it due to it being made a default feature. Is it gamebreaking? No. Yet, isn't exactly fair to alter that particular game dynamic when the outcome is that the actually oppositional side of the player base has default worse gaming experience. Survivors are not hurting for information, no side is hurting information as matter fact. Also, I've seen people ask for basically every thing as base kit at one time or another. There was a period where some folks wanted base kit ruin, base kit reassurance, base kit unbreakable which they tested and was a mess to say the least. People ask for all kinds of things and sometimes they end coming dangerously close to being implemented.
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@PyramidFootLicker said:
Seriously though I can't see why survivors can't NOT have base kindred which could help lessen the gap between the balance of SWF and solo queue players. Most of the time when I make this suggestion people come out of the woodwork claiming that kindred is suddenly this OP perk on par with dead hard and old DS and the conversations then devolve into killers comparing powerful perks to simple aura reading perk that needs a hook state to activate and needs the survivor to remain on hook to keep it up.
SWF players on coms have real time updates on where the killer is at all times without needing to be hooked to see them and have others be warned of where they are going so for dedicated SWF teams they wouldn't need the perk at all and it doesn't detect stealth killers or killers who use undetectable addons or perks so I'm still confused on why people are against solo survivors having a perk slot free and just making kindred base kit because at this point it's a requirement.
Constantly adding perk effects as base kit solutions regardless of what side they favor ultimately flattens out the game and removes the need to actually make strategic build decisions based on the pros and cons of what type of gameplay experience you're seeking. To zero in on the subject of base kit kindred, what exactly are you hoping to achieve with that? If you're goal is to make more team synergy then people don't even synergize when you go out of your way to run kindred or bond as a perk. If the goal is just to generate more information for the team it doesn't actually do that great of job compared to the hud, audio, and visual cues the game gives already.
Everyone knows you're hooked, most people can guess that the killer is patrolling, chasing, proxing, or just face camping you based on the other tools at your disposal and tiny bit of effort in using a few brain cells worth of deductive reasoning. When it comes to making the save while keeping maximum efficiency, that's a lost cause. Dedicated teams manage that cause they tend not to care about any of the things that randoms care about like completing dallies, tome challenges, pushing their emblem scores. In all my times where I've run kindred it has never made a tangible difference at any perceived MMR level I've been in. At most it just gave people reasons to not even bother attempting saves in a timely manner. If they saw the killer was there, they didn't come which makes sense, but if they didn't see the killer cause the killer legit left and wasn't proxy camping they didn't come until I was basically in second state on my first hook.
So from my experience making that base kit doesn't seem worthwhile and constantly making perk effects base kit harms the value of perks in general while not solving the actual issues you want addressed with proper solutions.
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@MikaelaWantsYourBoon said:
M1 killers are usually weak, that's true. But buffing them is kinda hard. Because usually all killers will get value from it.
And there is some m1 killers with strong powers as well. Spirit, Hag, Pinhead first comes to mind. These killers are getting downs with m1 , so buffing m1 killers will make them buffed as well.
So my question is how we can buff m1 killers in general without buffing strong killers.
The plan shouldn't be a bandaid across the board buff.
M1 killers are generally weaker, but the reasons why each one is weak vary greatly. The solution is to strengthen the killers that need it in ways that make sense for that killer specifically. Actually addressing the specific problem areas of weak killers makes more sense and doesn't produce a need to worry about whether m2 killers get stronger.
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@Iron_Cutlass said:
For those unaware, whenever a Killer is Blinded via a Flashlight, the rate at which you gain/lose blindness is a gradual effect, meaning that you can reapply blindness to the Killer as they start to lose the blindness effect. Because of this, the Survivor is able to Blind the Killer repeated (if the Killer is not looking up or down).
I personally think Chain Blinding is perfectly fair to have in the game, and I know there are bound to be some people who disagree with it. Knowing the timing for Chain Blinds takes skill and knowledge and lets the Survivor have more skill expression in their gameplay; not only that, but the counterplay to Chain Blinds exists for Killers in most situations.
Flashlights are also kind of a weak item to begin with, at least compared to the strength of Medkits and Toolboxes. Experienced Killers can still track Survivors using audio, and avoiding a Flashlight Save or even baiting a Survivor into giving you a free hit isnt too difficult to do anyways. I think Chain Blinds give Flashlights a lot more flexibility in what you are allowed to do within the confines of the game.
What are your thoughts on this? Is this a mechanic that should stay in the game, or should it be changed?
I think positioning the question around fairness is the wrong take.
Anything in the game is "fair", but the I feel like Chain blinds are just unnecessary.
I find it weird when people say flashlights are a weak item considering they fall into the same category of offensive items that party starters, firecrackers, and flashbangs are in yet those are only ever considered weak in the sense they are one time use. Flashlights give the same effect repeatedly and have much more versatility and less strict timings.
The reason I feel chain blinds are unnecessary is that if you've already gotten the blind your focus should be on getting away from the killer rather than wasting time on another blind which puts you at greater risk overall than just leaving. From a player health perspective they are unnecessary because a single blind is already physically painful on those of us with IRL light sensitivity issues and allowing people to blind you in rapid succession can lead to people just quitting the match altogether because headaches and nausea from repeated chain blinds isn't worst than the occasional five minute dc penalty or giving up a perk slot to permanently run Lightborn(What I have to do).
Flashlight blinds should be metered to once you've been blinded there is a grace period where you can't be blinded again. The reason for this is that because while killers can avoid blinds altogether by looking up or down that isn't always an option available to them. People seem to forget that killers have camera lockouts during certain animations like kicking palettes and picking up survivors. These are where the majority of blind attempts take place and where the majority of setup for chain blinds happen.
While it is fair, it's unnecessary and I think it just falls into the category of things we can do in the game that are more antagonistic than it should be.
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@GhostlyRemnant said:
Imagine if you made a perk that when downing someone they didn’t scream. Combine that with knockout and stealthy killers get soo much more scary
It would be neat if not for the fact this game has hud that shows when people are downed.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520182#Comment_3520182
Who are the other killers stronger than her and more exciting? Blight? Wesker maybe? Because I cannot come up with anyone else.
Blight, Wesker, and Nurse are stronger than her and more exciting. Those three offer both more power expression and player interaction.
Artist suffers from the same problem that a dedicated Sniper player in FPS games can suffer from, lack of interactivity. She sets birds down and shoots them across the map. You either hit or you don't and from the survivor perspective you're not really in all that much danger and you're too far away to respond with anything you'd normally have in DBD. At least in an FPS you can shoot back or go for a flank and try and push them out of position.
Also the feedback from being successful with her shots isn't very stimulating. You get tracking and interrupt, but it doesn't feel as exciting as a cross map huntress hatchet or threading a slinger shot at an awkward position in a loop.
Slinger, Trickster, and Myers are examples of killers who are weaker than her, but more exciting.
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@JustAnotherNewbie said:
The way I see it most people seem to play DBD for the licenses. An original killer hasn't been that successful in quite some time, at least compared to licensed killers. Just give it sometime, unlike other killers Singularity is one of those who you have to suck at first to get good at and it might not be as appealing for a large percentage of killers, especially if he's awful to play on console.
People were piling on Knight when he came out but I think he's found a dedicated fanbase now. Ofc people who would rather play Wesker or Myers, Pig, Ghostface etc. will probably not be going for a lot of the cast. I don't see Artist often either, maybe even more rarely than Knight and no one seems to be talking about what a failure she is etc.
When it comes to Artist her issue is that she's just kinda boring.
She has no major problems, but she also isn't particularly exciting either.
She's one of the safest power designs the devs have ever released. There is something to be said designing a killer who doesn't really live up to the mental picture one creates.
The thing she has going for her is that she's strong, but in a game where there are other strong killers with more exciting gameplay that isn't going to be enough.