Sandt1985
Sandt1985
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@MaTtRoSiTy said:
I despise Franklin's, I think it would be better to rework it so it perhaps disables an item for 30 - 60 seconds or something, since I suspect many killers bring it because of flashlights so it would still serve its purpose.
I get it though OP, Franklin's has made me want to just go next many times, it is one of the most obnoxious perks on par with Knockout.
I actually bring it for toolboxes and medkits, the things survivors use when killers arent around. Flashlights never bothered me too much
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@Yggleif said:
I know what I'm about to ask is probably going to get some strong reactions but on the topic of the gen bug where if one survivor dies and leaves the game the next gen completed counts as 2 gens, would it be crazy if that stayed in the game in some version as an anti-tunnel mechanic?
It hasn't cost me any games as killer personally and as survivor it really only makes a difference in games where one person gets hard tunneled out early on. If they made it where it only did it after one person died it could be a genuinely good mechanic to dissuade tunneling. I thought killer was going to be unplayable with this bug around but it really isn't if you ping pong between two survivors and spread pressure by the time a survivor dies it doesn't really matter if you take a gen away or put another way any game where it matters you were probably going to lose anyway. Because from my experience it only effects killers trying to hard tunnel one person out while running a bunch of gen blocking (deadlock/grim embrace/DMS) perks which isn't any fun to go against anyway.
Paint the picture any way you want, but this still punishes a killer for completing their objective
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Step one: Own the character in question
Step two: Raise their level. Level one of a killer/survivor unlocks their teachables at tier 1 for all other killers/survivors you own, level two unlocks the three perks for all your killers/survivors at tier 2, and level 3 unlocks the three perks for all your killers/survivors at tier 3
Alternate step one: Buy the perks you want in the shrine of secrets.
Welcome to Dead By Daylight, btw! Despite its flaws here and there, it really is a great game -
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762495#Comment_3762495
This is a good one too
Tunnel Squad!
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@Iron_Cutlass said:
Survivors in a pre-made are called "Survive with Friends", so is a Killer pre-made in the 2v8 Gamemode going to be called a "Kill with Friends"? Is KWF now a thing?
Idk. Maybe we need to work on a term for this now! :3
I vote for Slaughter Bros.
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@Legendary_deedee said:
If you drop in the corner of the map the killer know your whereabouts. Please be more realistic you can’t even give a valid counterplay rn. That’s not counterplay. You just explained how to waste survivor’s valuable time.
There are two types of counters. A counter, and a hard counter. A hard counter is something that basically makes Weave Attunement null and void, while a counter, such as picking up the item and dropping it in the corner, makes Weave Attunement significantly less effective.
You're not asking for a counter. You're asking for a hard counter -
@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762382#Comment_3762382
was on the last few satisfaction surveys
Except it wasn't, the last 2 satisfaction surveys that featured licenses that people could choose from was in 2021 & 2023 and neither of them featured The Boys as an option.
My mistake. Got bad info from youtube.
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The odds of a Boys chapter are fairly likely. Its super popular and was on the last few satisfaction surveys. As for those who dont think The Boys has horror elements, i don't know what to tell them other then i heavily disagree
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@Predated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748040#Comment_3748040
Then the killer has even less reasons to hook. Killers need reasons to hook over slugging. Like in 2 v 1's, if the killer wants a 4k, the best scenario is to slug. If they get picked up, you get info, but you get more time to search for the other survivor than hooking, because survivors can reduce the hook sacrifice time from 2 minutes to 20 seconds, while they cant reduce the bleedout timer by any means, nor can they do anything else that would actively create pressure either. Hatch used to be the answer to this scenario.
So either they need to bring back hatch as an actual threat in the 2v1 if more than 1 gen remains, or they need to make slugged survivors be capable of still pressuring gens, even at a reduced rate.………Did you just suggest that slugged survivors can still do gens??
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The idea of being killing three survivors as the killer, only for all three of them to come back into the game rubs me the wrong way. It would be like Survivors completing 4 generators, only for a killer to just turn one of them back off
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Before we even continue this conversation, we need to answer a simple question: What constitutes a win in DBD?
For a killer, is it when you get a 4k? A 3k? A 3k and a hatch escape?
For s survivor, is it based off when many survivors escape, or is it everyone for themselves? If one survivor escapes but three die, is that one win and 3 losses?
Until this is decided upon by a majority of the community, I don't see the point in having this conversation?
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Oh, I acknowledge that playing as a solo survivor definitely has issues. I just believe that an absolute bare minimum of 50% if those issues are caused by bad gameplay decision by the solo survivor in question
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I hope it does, though it needs to deactivate during endgame. Otherwise its a free escape
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I love that this can us used real life explanation and an in universe explanation for killers powers constantly being changed
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I'd argue that he doesn't need to be changed. The legion was built for a specific purpose, and they are completing that purpose perfectly. And since the legion has one of the highest playrates in DBD, I don't see them getting changes anytime soon.
Some killers are designed to be good at top level play while others are designed to simply be fun to play as. The Legion is in the latter category -
@Crowman said:
BHVR just needs to remove the ability for survivors to kill themselves on hook. The downsides of it existing far exceed any benefits.
As a killer main, I don't really have an issue with survivors getting they're three attempts to unhook themselves, but with no advancing the sacrifice meter with each attempt
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@xTHE_ULTIMATEx7 said:
Some are saying he's too oppressive while others don't want him to be changed at all. Personally, I'm indifferent. What do y'all think?
Nope. Not even a little bit. He's strong, but more then managable
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More Zombies.
The devs said the original plan was to give Nemesis 4 zombies, but Unreal4 couldn't handle it, so we only got 2 zombies with Nemesis. But we're on Unreal5 now, so we can definitely handle 4 zombies, maybe even 5 or 6 with addons. -
@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744835#Comment_3744835
Agreed
And buff the 30 seconds to 15 seconds
that sounds like a very fair trading. I’m down
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honestly, it’s hook being respawned after 60 seconds, or getting slugged more often. Make your choice
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Do solo survivors really need more help, though?
I'd like to point out how many buffs solo que got in the past 2 years. Anti face camp, basekit BT, the new gen regression rework to prevent three gens, nerfs to gen regression perks across the board multiple times, a way for all survivors to see when another survivor is in chase, showing all survivors what specific action another survivor is doing at all times, the visual heartbeat, STBFL was nerfed, mangled was gutted, solo que has gotten a lot of help over the years. The one other thing they tried was basekit unbreakable, but that PTB it was tried in showed why that should never be attempted again.I gotta ask, what more do you want? Basekit 5 second DS? Basekit Kindred? The sacrifice meter freezes when the killer is nearby, thus guaranteeing free unhooks? Killer losing movement speed when they chase the last survivor that was hooked? When will it be enough?
I assure you, I’m not trying to be rude or snarky, but at what point will solo survivors look at what they have and say, this is enough? More specifically, what are they actually looking for
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@Rudjohns said:
Distortion will stay as it is
the only change distortion needs is that you should only gain tokens while in chase. Other then that, it’s perfect
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…..The devs release this data every 3-4 months, bro
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It should either be 30% or current progress, or 15-20 percent of total progress.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738692#Comment_3738692
They got nerfed for a reason, maybe kill rates too high?
According to the Devs, the desired kill rate is 60% and thats roughly where we are now. So no, the kill rates are, in fact, not too high
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still not sure how items and addons would work, though
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@ArkInk said:
Down with this, but maybe to make it more interesting the 4th perk slot could be a general perk chosen by the player?
Artist players will find this hilarious.
oh, I LOVE the idea of the fourth perk being a general perk of your choice!
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@ZE8ERDEE said:
pretty simple just remove them, they don’t do anything and people dc all the time so it doesn’t matter. Games infinitely worse with them on.
If dc penalties are removes, whats to stop a play from just leaving a game every single times it simply isnt going their way?
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To be honest, I'm surprised that Lethal Pursuer and Bamboozle haven't bee nerfed yet. Not because they need it, but because they are fairly strong perks, and those are the type of perks that are typically complained about
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This was an unfair removal from Chucky's power. Pallets I can understand, even if i dont agree with changing scamper at all. But removing the window scamper was simply uncalled for
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731155#Comment_3731155
And how useful are these buffs?
Anti-facecamp mechanic: Too easy to play around. Either stand outside of range, or stand in their face and hit them as soon as their feet touch the ground, thereby eliminating their basekit endurance.
Basekit BT: Also easy to play around. Either hit them as soon as their feet touch the ground (as mentioned above) or ride up their bumper for ten seconds and then crash their barbecue.
Gen regression rework: Doesn't prevent 3-gen scenarios, and this scenario is still a very bad spot for Survivor to be in, and a massive advantage for the Killer. I know this from experience.
Perk nerfs in general can be adapted to, whether it's changing your build entirely or just getting used to the new perk effects.
The only solo queue buff that's actually useful is the HUD info, as it helps to slightly close the gap between solo and swf. But it's still ultimately up to the players how they use said info (if they even actually use it).
Anti-face camp: Thats by design. It was never supposed to stop camping, just face camping. To ask for a way to completely stop proxy camping is to simply ask for free unhooks.
Basekit BT: again, thats by design. If the way you described it wasnt the norm, then it would again just be free unhooks. Here, you have a chance, where you wouldnt beforehand.
Gen regression rework: It in no way shape or form benefits killers. It is a net buff for survivors, as a gen will eventually be impossible to regress. The way to prevent 3 gens are completely on survivors. If a killer chooses 3 gens at the start of a match, start working together to break it. It might be hard, but its doable.Perk nerfs being adaptable: Once again, by design. I actually don't know what your arguing for here. You could make this argument for just about any gameplay change in DBD history
As for how useful these buffs are, VERY. Survivors don't have to deal with specific tactics they used to hate, and thats a net gain. IF they were asking for all forms of those tactics to disappear forever with absolutely no chance of ever coming back in a different form, they I think they might need to be a bit more realistic with their expectations
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@vol4r said:
That's a big NO.
Being able to push everyone of gens would be too powerful for a basekit.
But… making iri addon give one more zombie on a trial would be nice.
But there should also be some debuff for zombies, like 25% slower movement speed and 1-2m smaller detection range.
They already move at 25 percent survivor speed. Lowering it any further is simply not necessary
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728688#Comment_3728688
Solo q could use some buffs, but quite a few people just leave for no good reason at all. No amount of "fixing the game" will change this completely.
"Solo Q could use some buffs."
DO they, tho? Do they really? I'd like to point out how many buffs solo que got in the past 2 years. Anti face camp, basekit BT, the new gen regression rework to prevent three gens, nerfs to gen regression perks across the board multiple times, a way for all survivors to see when another survivor is in chase, showing all survivors what specific action another survivor is doing at all times, the visual heartbeat, STBFL was nerfed, mangled was gutted, solo que has gotten a lot of help over the years. The one other thing they tried was basekit unbreakable, but that PTB it was tried in showed why that should never be attempted again.
I gotta ask, what more do you want? Basekit 5 second DS? Basekit Kindred? When will it be enough?
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Hot Take: Distortion should work as it does now, but you only get tokens back while being chased by the killer. You want more Distortion tokens? You got to earn them,
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@The_Krapper said:
I don't think he needs that many, but your idea would make for an insanely awesome game mode with a whole bunch of zombies running around , things would have to be adjusted to account for it but what if it was like a time trial or survival mode where the whole objective is to run the killer in a map full of zombies as long as you can and their job would be to down you as fast as possible and they could use this opportunity to introduce a leader board to that game mode which has been something alot of people used to want
A zombie apocalypse gamemode would be more then welcome! But I thill think Nemesis' should have more then two zombies in his basekit, especially since the only reason he only had two were limitations to the previous engine
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Jason and Springtrap. Leaving either out of the game would be like saying no to the most chapter sales in DBD history. Springtrap alone is the single most requested killer of all time, beating even Jason Voorhees in every single pool there has ever been regarding the subject
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@ecliptikk said:
I am a killer main and personally i've never had a major problem with indoor maps. I don't necessarily like them, but i've never had a raging issue with them, though it seems like indoor maps for most people are like marmite - you love them or you hate them. For those on either end of the argument, both survivor and killer, can you explain why you love/hate them so much?
Until there are outdoor maps that heavily benefit stealth killers, indoor maps are a necessity
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Now that we've upgraded to Unreal 5, its time to start talking about giving Nemesis more zombies, because 2 just isnt cutting it. I'm willing to go as low as 4 zombies but even thats too low in my opinion. 5 to 6 would be the sweetspot, with the potential for more with addons. Make going against nemesis feel like a zombie apocalypse
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Because if a killer doesnt have great map mobility, they are incapable of being top tier. Its just the way the gameplay is designed.
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@Yharwick said:
It's previously been stated the reason Nemmy didn't get more zombies is because the engine couldn't handle it. With the move to unreal 5 and 2v8 coming in the future is more zombies now a possibility? If it is how many do you think would be reasonable? 3? 4? I think 5 or more is where it would be a little busted but fun for a modifier.
They might as well. They no longer have that excuse to hide behind
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It really depends on how strong or weak you think the entity is. But I'll admit, you do make a strong argument. The entity could make a deal with dracula, in the same way he'll likely have to make a deal with Pennywise someday
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@Brightened said:
It's been the trend.
Unknown
Chucky
Xeno
Singularity
Even with skull merchant you break the pallets if you vault with a claw trap.So now the new killer will be able to not only block the pallet drops- but also summon skulls that hit you?
Is the whole plan that we all become hardcore 360 spinners as survivor mains? Or that won't work because of the ping difference in 99% of games. So what are survivors supposed to do now?
You either have a killer who is strong at loops, or a killer who is awful at loops. There is no in between.
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719069#Comment_3719069
People don't play killers primarily for strength. They play them for fun. If strength was the predominant deciding factor in killer popularity then the likes of Artist, Hag, Twins, Trickster etc wouldn't be sitting at the bottom end of the pick rates.
Michael is fun to play. You can do interesting things with him. He is versatile with builds and play styles. You have the jump scare builds with the mirror add ons. Vault master Myers. Tombstone Myers. Scream for Myers etc. It's never boring playing him.
Freddy on the other hand has nothing going for him. Not only is his power weak, it's boring as hell. His add ons suck. There's nothing interesting you can do with him. Oh he can teleport to incompleted gens. Why would anyone pick him when there's many other vastly superior teleporting killers. He can put down blood pools. They suck and are out classed by multiple other anti loop killers. Give me a reason why anyone would choose to play Freddy other than they manage to somehow derive enjoyment from him. But most people don't. That's why barely anyone plays him.
He doesn't even feel like Freddy Krueger. Michael may need buffs but his power captures the feel of his character. You can even do builds that reflect the different flavours of Myers from the various Halloween movies. You can go perma tier 3 with a pallet eating build for the aggressive kind of Myers like in Halloween 2018 or Kills. You can do they sly stalk and surprise attack Michael like in the original or H20 with the mirror builds etc. There's multiple YouTube series out there of people doing stuff like that with him. Especially with the jump scare builds.
Sadly Freddy doesn't have anything like that. Numbers talk. Many strong killers are not even scraping the top 20 let alone the top 10 when it comes to pick rates. But Michael is. Has been since 2016. That's staying power. Not because of one add on. But because he's fun. If people are not having fun with a killer then they're not going to play them regardless of how strong they are. That's why several strong killers don't get played much.
And you're trying to tell me it's not up for debate. Consider yourself debated 😉
I know when Im beat. I concede to your logic
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718449#Comment_3718449
Freddy's pick rate is abysmally low. And for good reason. That's how bad of a state he's in. Whereas Michael is one of the top 10 most played killers. Michael needs buffs, but he's not remotely in as much of a bad spot as Freddy.
Not by a long shot.
I respectfully disagree. Freddy at least has a power to play with, while myers just kinda exists with a insta down that is kinda weak due to him heing the only killer in the game who can actually run out of his power mid game. Take away the tombstone peices and Myers pickrate will plummet.
This isnt even remotely up for debate. Freddy is in a much stronger position then Myers, so Myers should get help first. -
OH, Freddy needs help badly, but not before Myers. Not by a long shot
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@MindGame3301 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712385#Comment_3712385
Like you unhook and they gain a hook state from you? I think a lot of people are misunderstanding the premise.
If I'm dead hook at 4 generators and my friend has been hooked. The amount of total hooks in the match remain the same. I think what your saying would work if it's what I think you're saying
Its to make tunneling harder. If you have no hook states, and your friend has two and the killer REALLY wants the friend gone from the game, you take a hook state form time and give it to yourself. Now the killer has to hook the friend 4 times instead of 3
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@SelectDevotee68 said:
Blight, Twins, and Trickster didn't get their own realms/maps. Does anyone know why?
Trickster not getting a map will forever be the biggest missed opportunity in DBD history. A south Korean downtown map filled with neon lights, and a stadium with a stage for the main building? That would have been awesome
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The devs should pin this
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She gave one of my favorite killers so much personality. This is heartbreaking
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Here's my counteroffer…
Invocation: I'll watch your back
If you invocate for 150/120/90 seconds, you gain the Heroic status effect
While you have the Heroic status effect, your opponent loses a hook state when you unhook them, and you gave a hook state.
(You can't gain the Heroic status effect when you are on death hook, and you loos the heroic status effect, you you reach death hook.)