Seiko300
Seiko300
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1402410#Comment_1402410
Dude, I just wanted to say, I see you posting in a lot of threads and I nearly always agree with what you have to say. It's so refreshing.
Lol thanks a bunch. The recognition for the stuff I write is also refreshing, it's nice to hear people agree and share similar thought processes, ideas, and ideologies every now and then instead of always butting heads on the forums. Which is most of the time lol
Especially on these highly contested, controversial threads like the ones on Decisive Strike which keep cropping up more and more frequently where tensions are always high.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1400200#Comment_1400200
Oh yeah, regarding the Heavier Pallets:
I have not watched the video again, I have watched it when it got released. Following Scott on Youtube as well. But since I forgot to answer to this point, I just rewatched it:
Personally, I think that the heavier Pallets are a good idea to make unsafe Pallets more valuable. It would also give something new to an already existing game mechanic.
However, I have a few questionmarks regarding this:
When I think of an unsafe Pallet, the first ones that come to my mind are Hawkins or stuff like the Pallets which are near the Cathedral on Chapel or the one Scott mentioned or the two Pallets which are useable without the Gen being powered in the Basement of the Temple of Purgation. Those are useless, they are horrible. Making them more playable would be great, that is for sure. However, and this is how they are already designed, the Survivor needs to get the Stun, otherwise he will get hit. What about Killers who respect the ######### out of Pallets? This does also happen at Red Ranks and with the heavier Pallets on unsafe Loops, it would make them not really valuable again. However, it is debateable how much of an impact that would be, because in the end it can be smarter to respect heavier Pallets. Just a point I wanted to mention.
What is more important - how long should the Stun be? Scott mentioned 2 seconds more, so 4 seconds instead of 2. Meaning that Enduring would cut it to 2 seconds, which is the current Stun for regular Pallets. But wouldnt Enduring not become too mandatory? I personally like the Perk anyway and use it on almost every M1-Killer, but 4 second Stun sounds a lot, especially when it can happen quite often on Maps like Hawkins.
And last but not least, if this would be implemented, they would need to fix Hits through Pallets so that they actually can be useful. And, equally important, Pallet Stuns need to connect on the Killers end as well, I can imagine it would be very frustrating to get a 4 second Stun while not even near the Pallet on the Killers Screen.
But overall, I like the idea. And it would not make Structures too strong, because if the Survivor stays at the Pallet, it is playable for the Killer.
The hits through pallets thing from my understanding has to do with dedicated servers and latency from my understanding, much like the situation with hits at windows, what registers, what doesn't how, to reduce the discrepancy between the images of what the killer and the survivor sees on their own respective screens, etc.
Which is a really big and complicated issue, one that is very much going to be solved over the long-term rather than a single patch / update and "oh look it's fixed" that's not how that's going to pan out.
With that in mind I don't think long term problems like latency should impede the implementation of cool mechanics like this, the tool should still be put into the game so that at the very least it can be used some of the time, even if it doesn't work all the time. Striving for improvement, not perfection.
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@LilVirn said:
https://forum.deadbydaylight.com/en/discussion/comment/1402389#Comment_1402389
What? old players and veterans? the rift lasts like 3 months, that's not a long time to be called a veteran or old player. I played the game since plague came out and I could still get the rift. But I wouldn't call myself a veteran. The only qualification is that you need to pay and that you play on time. Which is the issue. You seem to have an issue with the OPTION to buy the old rifts which only rewards everyone. People who got them before can brag I guess but also get it at a lower price. However there's an issue with the 'when' mentality as a person who plays almost not at all can be 'rewarded' even if they're new when the rift comes out (so again a point against that it's a reward for veterans) but don't play. They're given the option solely because they bought something at the right time but got no rewards. The rift itself is not a reward, so when you don't get the option to buy it later on it's unfair punishment. It should really for fair sake be the same price at all times but ramping up the price after it closes is fine as at least players get the option.
Trying to remove the option to buy the old rifts is an unfair mindset and it rewards people only on whether they bought it at the right time. People only gain from being able to have options and it'd mean more money for BHVR. The only reason a player would want to keep it closed off is to brag which is honestly just toxic. To combat toxicity, give options to players, and reward those who play often and consistently while being open to those who take breaks makes the game better for anyone? How could you be against that?
I honestly hardly know how to respond to such an entitled reply. If you didn't get it at the time, it means you don't deserve it. That's not toxic, that's painstakingly clearly obvious logic, end of story.
It's a system in place that eventually becomes rewarding for veterans in the long term. I'm not thinking about now obviously, but in the future when players have amassed charms and cosmetics because of their participation in previous rifts, yes, it will be gratifying and rewarding for veterans to flaunt what they've earned.
Jesus christ.
By dealing out the rift rewards to be earned at a later date (not in the shop) you are only catering to new players or inconsistent players who were either not present at the time or were not putting the effort and time into grinding.
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@gatsby said:
At the start of the match, the auras of all dull totems are revealed. The Killer can interact with a totem on the map once to light it and spawn a hex totem.
Hex totems spawns are random if more than one hex perk is in play
I was thinking about this exact same idea maybe a year or two ago. Unfortunately people didn't bite whenever I brought it up on the forums at the time
But I agree. Deployable Hex: perks is something I've been thinking about for a long time now and should be integrated into the game in some way, shape, form, or fashion.
Not only would it guarantee 100% prevention of classic nightmare scenarios like your hex: perk being cleansed within the first 10 or 20 seconds of the match, but in the way I envisioned the idea where you could deploy your hex: perk at any point during the match, not just the beginning, we could see an entirely new dynamic or strategy of players potentially holding onto their hex: perk until mid-game rather than deploying it right away and risking it cleansed quickly. Deploying it at a critical moment of the match when you need it, is something that I think would be a very interesting new dynamic for players to account for and adapt to.
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Alternative suggestion:
- Keep the timer as it is at 60 seconds (optional: Extend timer by 15 or 30 seconds for a new total of 75 or 90 seconds)
- Timer pauses whenever a survivor is engaged in a chase
- Decisive strike now immediately deactivates if the survivor performs any aggressive or objective focused interaction AKA if any of the listed criteria is met:
- Survivor hides in a locker
- Survivor begins repairing a generator
- Survivor begins sabotaging a hook
- Survivor begins cleansing a totem
- Survivor begins opening an exit gate
- Survivor begins healing another survivor (does NOT deactivate if healing yourself with a medkit or Self-Care)
I believe this is more than fair.
- Keep the timer as it is at 60 seconds (optional: Extend timer by 15 or 30 seconds for a new total of 75 or 90 seconds)
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@LilVirn said:
https://forum.deadbydaylight.com/en/discussion/comment/1402162#Comment_1402162
While that's what I meant by resetting the challenges. I mostly have an issue with what you said about the people who got the charms worked for them as it's contradictory to BHVR's plan for the cosmetics in the rift as well as the fact that no one can 'work' to get the charms for the rift if they don't even get the option to buy it. BHVR is releasing the rift cosmetics in the store after 6 month's of their respective rifts. However I do not believe this works with the charms and even then, there is no option to buy the rift at all meaning you can't EARN those charms. You can limit the rift's time all you want, make only the tome it's related to reset and only make one rift able to be worked on at a time. Regardless, there should still be the option. It punishes new players or players who play a lot but didn't either have the ability to play or buy the rifts, or those who got close but couldn't finish it due boredom or other factors like work or family. I know this may narrow it down by a lot but it's just a design flaw with the fact the rift refuses to give options to those punished despite wanting to pay.
I disagree, it doesn't punish new players it's rewarding to old players and veterans who have stuck with the game for months and years. It's not a design flaw, it's intentional.
If you have a problem with how long the grind is (like I do, the fact that the archive challenges don't take you all the way to level 70 and you have to grind even after you've finished all 4 levels is ABSOLUTELY unnecessary and needs to go) that's a separate issue that I think there's a decent amount of pushback for, but old rifts that have been closed for months now? I don't think so.
Also, I wouldn't get all bent out of shape over charms of all things in the game, unlike cosmetics, charms are laughably insignificant tiny bits and bobs that hang from your belt or hook. Most people hardly notice them, and most people hardly care about them, the only reason we have them at all is because the dev team needed to create something to pad the rift and make it look more full and worthwhile than it really is. Charms are just gimmicks and some people don't bother wearing them at all in the first place.
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@Zender said:
The killers you play range from not very good to a little above average. If you truly want easier chases and quicker downs then I suggest investing in spirit, nurse, billy, or freddy. I don't know your rank but a good team of red ranks, especially if they are on comms, will dismantle most of these killers.
I'm sorry, "a little above average"? Ghostface is high mid tier, low high tier what are you saying.
King just released the results of a poll he took of community members that garnered over 2,600 votes.
Ghostface was rated by a majority of 33.6% at B+
and for the record other notably high placed killers on that poll that OP says he plays himself include:
Pyramid Head rated by a majority of 33.1% at B+
Deathslinger rated by a majority of 29.8% at B (I want to note that this poll was especially close, 29.5% voted B+ the difference was 8 votes)
and the Doctor was rated by a majority of 32.9% at B+
The tier list going from highest to lowest: S, A, B+, B, C, D and F
I personally can vouch that this tier list places most everyone exactly where I'd expect them to be (except for the Plague but eh), if you're really good with any of the killers I just listed above, you will succeed in most of your matches. (Nobody is denying the 4-man Red Rank SWF squad will demolish any killer that's not nurse, spirit, or billy, but then again most of your matches aren't against these groups in the first place. So to say these killers are just average based on a comparison of the most skilled top 10 or even 5% of the playerbase as if that's your regular survivor lobby is just an outrageously over-exaggerated claim).
Keep in mind these were the results of a poll of community members just like you and me, I'll link the 50 minute video for you to watch below:
https://www.youtube.com/watch?v=mJyBySxDDOY@Dopples You can play whoever you like and enjoy playing as. Multiple of the killers that you play (especially the ones that I mentioned) are viable all the way up the ranks even in Red. Practice makes perfect and don't let any naysayers slow you down chief
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Ghostface. I had been creating threads, commenting on posts, and actively waiting for three years at the time to see that man make it in, and even though his character model had been completely leaked prior to the teaser trailer it was still so liberating and fulfilling to finally see the official trailer for a killer I had been rooting for for three years then.
When I saw it I was shouting, yelling, everything and then some. I must have watched and rewatched that trailer 10 times in a row that day, I couldn't believe it.
This was me at the time:
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@ManyAchievables said:
Okay, for some reason this posted three times and I don't know why. Just ignore the other two.
You mean it posted three other times. For a total of four. Because that's what I'm seeing right now.
Flag your other threads so the mods can delete the duplicates, they're more likely to do it if the guy who created the thread flags his own post asking the mods to delete it.
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I think if you edited this idea to "every survivor can see the auras that other survivors see within a set range" rather than just the perk owner I think that would be a way cool idea.
Sort of like how Kindred was changed to activate whenever any survivor is on the hook rather than just the perk owner.
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The ability you gave the Jester is sort of similar to a Secondary Ability idea I already created for the Clown awhile ago.
Secondary Ability for the Clown - "Fun Time Gas Trap"
A small colorfully painted circular device which fits in the hand of the clown who winds up and places on the ground. If a survivor walks within a certain radius of the trap (2-4m) the circular device is triggered, quickly popping up, it violently and loudly erupts ejecting a large cloud of gas into the air that covers a sizeable area around where the trap was deployed (larger than the normal gas bottles). A visual noise indicator will appear for the killer to see after it has exploded (and of course the afterpiece tonic causes survivors to scream revealing their present location at the same time)
This was also created in conjunction with a change made in mind to buff the afterpiece tonic effect itself but I won't get into that now.
So if I had to choose between two low tier killers or a change made to create a quality mid or even high tier killer? I'd choose the latter. Sorry.
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Outlast is absolutely terrifying. I took a year plus long break in the middle of the first game because I was too horror-struck to continue but I eventually finished it and it's DLC storylines (there are two if I'm not mistaken).
I bought the second game and I'm doing the exact same thing, it's been a couple months or over a year since I last played and I still haven't finished.
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I like the historical killers and urban legends, but I'm not a fan of going full myth with Dead By Daylight. Feels like an odd choice for me
Especially when there are so many other things that fit DbD better
Hell I think I'd finally cave in and accept Springtrap from Fnaf over Medusa, at least the atmosphere as a horror title somewhat fits with DBD.
@Vox_Nocturne said:
She could have an ability where her speed could be as slow as the survivors, but have a passive ability which - when she is viewed - the survivor slows down. Or alternatively have an ability with the same mechanic as Ghostface when a prompt is made if she's being looked at, and by pressing an action button can slow them down at a faster rate, but doesn't happen passively.
@LastReignX said:
I was thinking like if the survivor is looking at you and you activate the ability, it would turn them to stone for maybe 3 seconds but if they aren't looking in your direction, it slows them.
These just sound liked overtuned versions of the Clown's ability, not unique enough and also way too powerful pushing the Clown into full blown obscurity.
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I think the idea of somehow resetting an entire tome or level in a tome so you could get more bloodpoints would be a decent idea, but resetting individual challenges would be a real cheap way to quickly earn bloodpoints especially if people are resetting only the easy ones challenges.
I think the best way to do it is to be able to reset an entire level after you've reached it's end. Then you can start back from the beginning but in order to progress back to being able to do a specific challenge you have to go through it again normally.
As for the charms and rift rewards I don't think you should be able to get them afterwards. Those are for the people who took the time and dedication to grind through the levels, and besides the stuff that appeared in the rift should eventually show up in the store at some point in the future for you to snag. We won't know when that will be though.
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@Ichi6 said:
If I find a surv at the very start of my match. Should i 99 him and move on? Or down him?
@Cheers said:
If they're on a gen, go for the down. If they're not, 99 them and move on.
I would have actually give the exact opposite advice. At the beginning of the match is the only time people don't know who they're up against and therefore are the most susceptible to be snuck up on, regardless if they're on a gen. or not if they're not paying attention it can be a really easy expose right at the beginning of the game.
The very beginning is the only time where I'm more likely to use the stalk than not use it personally.
But it's always up to your own personal judgement, if people have noticed you and started tor reveal you right away, better to sneak up on whoever you can get a quick hit off. If the stalk is being finicky and they're not being stalked / exposed properly because they're obstructed by something like corn better to get a quick hit off as well. Only go for the full expose if you've got clear line of sight and if you are close enough to reasonably and quickly follow up on the expose, all for a quick and clean down. If something isn't working or seems off like you're being revealed, don't even think about it and just capitalize on the easy hits you can get with your power (unless they're 99 primed or close to it)
There isn't a universal approach I would say, it all comes down to personal judgement and the circumstances you're in taking into consideration your perks, the map you're on, etc. practice makes perfect.
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@ChesterTheMolester said:
Not necessary, its the first on the right above your input.Skarkio said:can you add the code for how to add a image in a post?
How do you do this? I read the guide and I'm still so confused on how to quote people like this
It's so frustrating not being able to or not knowing how to quote people on different pages of threads
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1397166#Comment_1397166
Yeah, bloodlust is a bit outdated. The only reason its needed is extremely strong window loops(but only if you dont run Bamboozle). But there are a lot of structures that are bad loops, yet bad killers get looped on there and for their incompetence, they get rewarded. I've been able to loop a pallet Freddy around the central tree in Shelter Woods, and the only reason he got me was because he got Bloodlust 3. He could have easily cut me off twice without bloodlust by using the lack of stagger, but he just ran around the roots.
When I play killer, I rarely get bloodlust in the first place, and when I do, its when I already hit the survivor, losing the bloodlust I just gained.
So really, what true use does bloodlust have other than being a crutch to bad players?
I mean, a survivor sided boost would be if everytime you hook a survivor, they get a haste status effect once they get unhooked. Yet that sounds like its really unneccesary to add in, and quite powerful when bad survivors end up escaping because of that haste effect, while there was a time where getting haste on unhook would've fixed a lot of issues on certain maps. Issues that now are practically inexistent. So yes, sadly bloodlust is still a thing. Its outdated, and once the final 2 "impossible loops" are addressed, it's time to retire that mechanic.
All this talk about bloodlust being a "crutch mechanic" rewarded poor players for "incompetence" is so blatantly wrong, not saying that it doesn't happen I see your point and I'l concede that sure, it happens. But it also very clearly actively and purposefully ignores a large and significant part of the picture.
I'm going to point out something that wasn't ever mentioned at any point in this conversation because I honestly didn't think it need to be mentioned because it's pretty obvious, which is that certain killers rely on bloodlust far more heavily than others. Something I neglected to bring up while talking to @Aven_Fallen
It's no secret some killers are better than others, and often in those cases for those "others" they naturally have a power that just doesn't hold up in chases by comparison to some killers.
It's rare to see a Nurse, Spirit, or Hillbilly rely on Bloodlust, however, it's almost like you've forgotten about every other killer that aren't top tier. Killers like Trapper or even Wraith are prime examples of killers who truly suffer in extended chases, if you're in an area where you haven't set up beartraps as a Trapper and you don't have one on hand, you basically have no tools at your disposal to win a chase. Even if you do have one on hand and set it down to cut off a loop, you're just giving the survivor time to move on to the next loop and then you're back at square one. A wraith has his burst of speed coming out of cloak, but oftentimes the time it takes for you to uncloak at all can be enough time for a survivor to just barely make it to a pallet or window.
Other killers like Leatherface, Pig, Plague, Legion, most all of these killers rely on the bloodlust mechanic to make up for their utter lack of chase potential in their own unique ways. Plague without corrupt purge (which is most of the match since nobody cleanses) is an M1 killer, Leatherface be looped like anybody else, Pig's ambush has an incredibly loud audio notification that alerts you to exactly when she's going to rush at you giving you ample time to react, and Legion's power physically cannot down anyone (the most glaring flaw in his kit which not enough people realize, he is the only killer out of the entire roster of 19 that cannot use his power to down a survivor) making him one of the most M1 of all M1 killers.
Hell, even a top tier killer like Oni relies on Bloodlust, especially at the beginning of a trial because he has absolutely no power until he starts hitting people, with his power he has insane snowball potential but without it he's about as m1 as m1 gets. If survivors play ultra sweaty hitting an Oni with long hard loops right at the beginning of a match so he can't even begin to start rolling that snowball it's going to be a bad time for Oni.
In this way bloodlust is entirely a necessary mechanic and for these killers, Bloodlust is far from a "crutch mechanic" as it is absolutely vital for them to get their downs or start applying or begin snowballing any kind of kind of pressure in a match. And it's not like I mentioned every single killer or every single instance a killer might need bloodlust, I hadn't even bothered to mention mid-tier killers like Myers who also is a loopable killer who often relies on bloodlust to finish his chases, or a Clown without bottles or Huntress without hatchets also rely on this mechanic.
So to say or even to imply that bloodlust has "no use other than for being a crutch to bad players" is absolutely and exceptionally ignorant.
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@SewerSwans said:
https://forum.deadbydaylight.com/en/discussion/comment/1400114#Comment_1400114
DS and Unbreakable are ridiculously powerful effects that enable extremely bold plays by their presence as a safety net even if they aren't used. They directly undo time spent by the killer without wasting any of your time. Offensive use of DS doesn't rely on tunneling. Their activation conditions are less "everyone is dead" or "heal interrupted" and more "killer slugs in the mandatory slugging meta" or "killer dares to fulfill their objective by hooking". They are on another planet to Self Care, in my opinion.
In a game where the highest level survivors rarely bother healing at all, and healing itself is situational, a situational healing perk with big drawbacks cannot compete with heavyweights like DS.
Also, Self Care takes 32 seconds. If you get that off in chase, I tip my hat to you.
In my opinion they function much the same way, the only reason Self-Care takes as much time as it does is because it is that versatile and can be used in so many different situations both defensively or aggressively in the middle of a chase. Although I would never make the claim SC is better than DS, all I'm saying is the perk has it's uses and threads like these which basically say "only idiots run Self Care" are blatantly false.
"Offensive use of DS doesn't rely on tunneling" -Swans
I want to briefly mention this is exactly why DS is a problem perk, and the fact that you mention this so openly proves that point, although this isn't the thread to talk about that, it was just a side thing I figured I'd mention since it's talked about so frequently.
Also, (though it should have been apparent) I guess I neglected to provide the hypothetical that Self-Care can be used in a chase after most of your heal has already been completed. So I guess you'll have to tip your hat to me because in that sense I've technically pulled it off.
https://media.giphy.com/media/35pTQFiy14OeA/giphy.gif -
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1397313#Comment_1397313
I mean, thats what I wrote:
"E.g. the Outside-Pallets on Badham are fair and not too safe. You can waste some time here, but it is better to not stay at the loop too much. Sadly Bloodlust exists, so those fair Pallets become unfair, since the Killer gets a Speedboost after a while, which makes it even more difficult to play the Pallet or to make it to another Pallet."
This is one whole paragraph. So for me, it is logical that it is all for the same point - Badham Pallets. If that did not get delivered like that, sorry, but for me, it made sense when writing it.
Also, the 1v1 vs 1v4 mentality... Yeah, I know, fanboys of a certain Streamer brought it up. But the individual Skill of a Survivor should never be ignored. It should never be 100% guaranteed that a chase can end quickly, because it is a 1v4. And combining multiple Structures and being efficient with Pallets is the one thing which separates the really good Survivors from the good/mediocre Survivors. A really good Survivor might need to use two Pallets for a long Chase, while a mediocre Survivor needs to use four.
And I think it is also fine that there are Survivors where the Killer should not go on a Chase at this point in a match. This does not mean they should never be able to chase them, but it is a 1v4 - so there are 3 other Survivors who are potentially not as good as the one Survivor the Killer cannot catch OR are at weaker setups.
But, lets come back to Pallets:
In my opinion, Badham has really good Pallets. I am not talking about the School or the House of Pain, I am talking about the Pallets outside. Those are playable by Killers. They dont really need to break them to get a Hit, they can try to outplay the Survivor. The Survivor on the other hand can outplay the Killer as well and can get to the next Pallet.
I am not saying that Bloodlust as a general mechanic needs to be removed. But when it comes to Pallets like this, it makes fair pallets unfair, it does not take that long to get Bloodlust 1 and that should be enough to get a Hit. And while it is a mechanic which is still needed, because not all Pallets are fair, it is a handholding mechanic, after all. And well, bloodlusting Killers are the worse, sure, they will most likely lose and they are not skilled, but it still feels cheap to get hit or downed by this.
Now, when we look at the general Pallet Play, there are two issues in my opinion which affect both sides - there are too less Pallets and Pallets are too safe in general. Too less Pallets simply means, if a Survivor is ressourceful with the Pallets, they are fine. But not every Survivor is ressourceful, they sometimes waste the Pallets (e.g. after they got hit), which makes it unusable for other Survivors, since the Killer will kick the Pallet. Why would he kick it? Because it is too safe to be played.
And this is another thing - with a lot of safe Pallets, the Killer has to wait for the Drop and they have to kick it. For me, this is kinda boring gameplay. I would rather try to outplay a Survivor at an up or thrown Pallet instead of trying to outplay them while the Pallet is up and having to break them, while the Pallet is dropped. The peak of this can be found on The Game - this is w-gameplay on both sides. There are like two Windows on the Map and if we look at the Pallets near the Basement, there is not much Killers or Survivors can do. They press W until the Pallet is thrown, Killer kicks it and thats it. Neither is there any skill involved nor is it really entertaining.
So I think, really few safe Pallets and a bunch of unsafe/fair Pallets (not too unsafe of course, not something like Temple of Purgation downstairs) would be better and more fun to play with. And they would not ######### over Survivors if their teammates are wasting Pallets. Nothing worse than the Rank 15 Meghead who is throwing every safe Pallet for the gold Evader, while everyone else cannot do anything anymore.
And for that, Bloodlust would need to go. If Pallets are playable when thrown, Killers would also not really need Bloodlust IMO. It would also increase the Skill Level on both sides.
Alright, quickie response:
I have no idea what or who you're insinuating, the primary platform that I consume my Dead By Daylight media is youtube and I rarely if ever watch twitch streams covering Dead By Daylight. The only time I ever do that is when a new chapter comes out or there's a dev stream, and in those situations it simply becomes entirely more convenient to watch it live as it's happening than wait a few hours for people to upload videos about it.
The only streamer I guess you could say I watch on a semi-regular basis is Tru3ta1ent because he uploads the matches played during his stream to youtube and I watch them there, so if the answer is tru3 then I suppose you got that right but I don't ever recall him saying that before.
"But the individual Skill of a Survivor should never be ignored. It should never be 100% guaranteed that a chase can end quickly," -Aven
Yeah, I never said it was a guarantee, I did say that generally speaking killers should be completing their chases and getting downs, because they have four survivors each with 2 hooks to cut through before they can be killed. In fact my exact words prior to that were: "an individual survivors capabilities just shy of what the killer can do so that yes, it is possible for a survivor to outplay a killer" so we both agree, even if our perspectives are slightly different.
I'm not going to deny anything else you said after that, especially since you amended that bloodlust is a necessary mechanic and you don't think it should be removed which was my only qualm about what you said, the logic of everything else is fairly sound. Although I will mention I'm slightly disappointed you didn't comment on the "heavier pallets" idea, I personally thought it was the most interesting part of everything that I previously mentioned. :(
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@SewerSwans said:
https://forum.deadbydaylight.com/en/discussion/comment/1395930#Comment_1395930
If you use Self Care this sensibly, you're barely ever using it, making it again a bad perk. You could take something like DS that gives you consistent, massive value anytime the killer brings you closer to death, Iron Will which is valuable anytime you're wounded and in danger, Unbreakable, BT, etc.
"barely ever using it" which implies you still are using it though.
Even if you only used self-care once per match, that still brings it in line with the effect of other perks that only activate once. Two of the 4 examples you provided yourself are perks that can only be used once, DS deactivates after it's used and so does Unbreakable.
The difference is that Self-Care provides the possibility to be used more than once, even if you do only use it once, it can change the tide between whether you survive or whether you don't. Much in the same way that Unbreakable allows you to pick yourself up from the dying state once, or DS prevents you from being hooked completely once.
If anything, you're "barely using" the perks that you yourself mentioned namely Unbreakable and DS, you could go through a whole match without ever being slugged or tunneled while the DS timer is active. Whereas every match it's very likely that you'll at some point be injured and looking for a heal, making way for the extreme versatility that I already described in my previous post, just to rename a few: Healing yourself mid-chase, healing yourself when no one else can heal you (everyone else is dead), finishing off a heal from a teammate the killer interrupted, healing yourself more efficiently with a medkit, etc. just to name a few.
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@Fran1994 said:
https://forum.deadbydaylight.com/en/discussion/comment/1397339#Comment_1397339
About the issue about both killers, Remember hillbilly was originally inspired by leatherface and then they also had the license for him. We can have both. And the fact that we can have multiple insects make it more scary than a simple bee killer.
About perk 2, the idea is simple. As long as the totem Is not cleansed, healing any survivor who's affected by a status effect becomes too risky unless you are already healty, so a survivor could only risk that if he knows the killer is very far away. Especially because he can't be healed for 15 seconds after that, but also because healing a surv who's affected by insanity, plague infection, vulnerable or broken inflicts the same debuff on the savior. The use is to discourage altruism, or to allow it only under safe conditions. So you can actually counter the act of 2 survivors injured by you running away and healing themselves with quick heal perks. It makes the game slower, and since the game is a race against the clock for killers, you may gain a few seconds or even minutes if survivors have to find the totem. It's not lethal, but very annoying.
Perk 1 may be very unbalanced unless you learn how to counter it (don't do these things, stay away from others, don't trust your companions or do it if you are not in terror radius). It's pretty straight forward once you learn it. This is real pressure, because this way you're really slowing down the game, forcing survivors to work on different parts of the map
About perk 3, you may be right, but i don't see a real threat if we tweak it a bit. For instance we can set is aura Reading ability only if you are at least 50-45-40 meters AWAY from the survivor, and then see who's 3/6/10 meters from him. So you can have a glimpse of what happens if you patrol the area farther away leaving a slugged survivor as a "bait" so you know if the others are actually busy with him or elsewhere doing generators
Off course the devs could simply delete it
That's why I agreed that on a conceptual level an original killer that shows off BHVR's creative muscles, often which take inspiration from movie characters. Hillbilly and Leatherface is just scraping the bottom of the barrel, for the longest time people thought Legion was going to be BHVR's version of Scream because they couldn't get the license (but eventually they did). Trapper is inspired by Jason Voorhees, if we eventually get Jason down the line then we'll have those two as well, and if we get Pennywise we'll also have two killer clowns as well.
So no, I'm not saying it's impossible, but I am saying to not get your hopes up because the way you have this killer set up he has access to "insects" as a whole general power which is a very broad category to cover. I say that because that's going to require a level of tech and effort never before seen in Dead By Daylight because you'd have to create and model the individual insects themselves, create animations for those insects, then program some kind of behavior for how they act in a swarm, how they interact with different objects, etc. so on and so forth.
It would be very complicated and complex to create, especially all for an original killer which could go either way in terms of community response, if people don't like the killer there's nothing that can save him or her except a lot of time money and effort for months maybe even years spent on fixing an unsuccessful release. Whereas a licensed killer already has an established fanbase, even if it turns out to be subpar there will still be people out there who will want to play as that character regardless.
Which is why instead of seeing candyman as a competitor to your original killer, you should probably see him as a stepping stone instead. With the added security of a licensed property and all its benefits to work with, this would provide the devs with more experience modeling and animating the insects themselves programming how they act in swarms etc. Starting at a smaller scale with bees, and then moving upward if they wanted to use that same concept and take it a step further
Anyway, back to your perks.
Your clarification on perk 2 makes it undoubtedly the worst of the three. Killer specific status effect like insanity should NOT be transferrable under any circumstances, that would be absolutely horrible for a number of reasons. Insanity doesn't let you perform many of the interactions necessary for survivor gameplay, you can't heal, you can't cleanse totems, you can't do generators, etc. while also forcing you to scream at intervals revealing your location. It is a powerful effect, balanced only by the fact that you can snap out of it as soon as you are put into madness tier 3.
Or take Legion for example, putting survivors into the deep wounds status effect, all of a sudden after healing someone else I become injured and put into the deep wounds right away? That's horrible, that doesn't incentivize any amount of skill, it's an incredibly powerful effect that is provided passively so the killer gets the benefits right away without having to do anything, and worst of all it's not even a hex: perk so you can't even get rid of it.
That is fundamentally gamebreaking on some of the most basic levels of balance in this game.
And in fact so are all three of your perks. Perk 1 doesn't "seem unbalanced" it IS unbalanced, there isn't counterplay to that, that's basically telling survivors they can't do cooperative actions at all while within your terror radius. The only reason nurse's calling works as a strong but not overpowered perk is because it only reveals the auras of survivors performing one action: healing, your perk reveals survivors performing any cooperative action in the entire game, most importantly working together on generators. In fact it's not just an overbuffed nurse's calling, it's overbuffed nurse's calling combined with discordance.
Again, my point regarding perk 3 still stands. I'm not going to bother rewriting that point again for the third time.
And look, I understand the want to punish / nerf SWF groups, and create new strong viable perks for killers rather than the crappy stuff we've been getting for about 4 chapters now. But you have to understand that these concepts are fundamentally gamebreaking on multiple levels, you don't have to listen to my constructive criticism but that would just mean this conversation is no longer a dialogue and I might as well be talking to a brick wall who won't budge.
And I suspect that my opinions won't change your mind so this will be my last comment on this thread. Again, your killer concept is cool and it could work albeit with a LOT of work to create the power alone, but your perks are wildly unbalanced and would never realistically make it into the game without major changes (and I'm going to be honest I haven't even taken a deeper look into how the killers power worked as you described, for all I know that could be just as bad, but I'm not interested in running down another rabbit hole on this thread, because like I said this is my last comment).
Glhf
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/1397313#Comment_1397313
Yo chill, they didn't mean to make it sound like a rant, they were just saying.
I already pointed out and acknowledged it was nitpicky in the same comment, as well as mentioned I agreed with most everything he said in his original post except for some poor choice of words which clearly send a wrong message.
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@Fran1994 said:
https://forum.deadbydaylight.com/en/discussion/comment/1396978#Comment_1396978
About perk 2, is just a hex totem that makes healing other players very punishing, forcing them to do totems and consequently slowing the game. The perfect counter for genrush.
Perk 1, with coop action i actually mean any action that involves 2 survivors doing the same thing actively. 2 survivors on the same gen, 2 survivor healing the same dying/injured one etc etc... So you cannot see any survivor healing himself or being healed by a single survivor. So is not a nurse calling op version, rather a different one.
About perk 3, i agree with you to some extent, but i'm sure i mispelled something since english is not my main language. What i actually had in mind, you have to actually Camp the downed survivor or be within 20 meters (reducing the range is a viable option) to see survivors approaching him and healing him. Is like a slugging radar, good in pair with the perk that gives you undetectable if you stand still. I checked, i actually wrote the exact opposite thing of what i tought. Why am i so dumb? Anyway, since survivors bleeding out is not rewarding in terms of pips for killers, i don't think it actually encourage slugging, but makes it problematic for survivors who slog away if killer gets distracted.
Yes, it may seem op, i know. But off course the last word goes to the devs, and it was created to bring difficulties in SWF comm parties, which is actually a smart move but totally annoying.
Last note... I actually recalled my mother telling me horror good night stories since i was around 5, and one of these was about candyman. But i never saw any film or something about it. Still believe this multi bug mostruosity may be very interesting for players
I'll just keep away from perk 2 since I either don't fully understand what you mean by it or I don't have an issue with it.
As for perk 1 I recognize that, but even if it only reveals "coop actions" it's still a more powerful, if slightly different version of Nurse's Calling because it still reveals the auras of survivors trying to pull off group heals alongside other coop actions like repairing generators. Keep in mind the only reason it's unbalanced as it is is because of the massive range you have it set to, but even with a smaller range I'm not sure if that would make a difference in how unhealthy it is for the game, because either it's nerfed and the range is so short that it becomes redundant you should hear or see those coop actions taking place without the aura reading, or it's so long that it becomes oppressively unbalanced revealing a lot of information in too many instances across a trial.
My previous statement about perk 3 still stands. Rarely are perks ever created with the intent of encouraging controversial strategies like Slugging, Tunneling, or Camping. Which you combined two in one by suggesting that the perk only works when you're close by and it would make good synergy with the undetectable status effect, so you just created a perk that encourages merging both camping and tunneling. Which is a big no.
Punishing SWF groups is a noble goal, although it shouldn't be done at the expense of creating an unfair and unbalanced game for solo survivors which these perks would probably punish and hit the hardest.
But sure, as a concept, a killer who controls insects is interesting to think about. As long it doesn't overstep and prevent Candyman from getting in the game, there could be room to see both.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1397166#Comment_1397166
Oh yeah, I forgot - luckily Killers can just run around a Loop without breaking the Pallet, when the Pallet is completely fair to play for both sides.
Or do you want to imply something again? I am not talking about strong Loops here, just before you make something up again.
Yeah, but you said "sadly bloodlust exists" as a general statement, as if bloodlust shouldn't exist. Even in the context of "fair to play pallets" bloodlust is there for a reason, which is to prevent survivors from extending chases for minutes on end regardless of how "fair" a pallet is.
The game isn't balanced around fair "1 v 1" contests around pallets and loops nor should it be in the first place, there are 4 survivors for a reason and if every one of them could "fairly" outplay the killer for minutes on end then balance is completely turned belly up. The idea is about having an individual survivors capabilities just shy of what the killer can do so that yes, it is possible for a survivor to outplay a killer, but also so that generally speaking: the killer is the one winning these chases forcing a certain amount of teamwork to be necessary in order to come out on top. In this way the game is all about extending chases for as long as possible (not forever) and budgeting time appropriately for saves, heals, totems, travel time, chases, etc. in comparison to how many generators are left.
Not to mention, these pallets are unsafe for a reason, because there's a lot more of them so there's a lot more to work with there, they're not meant for you to stay at and loop for any longer length of time, something you yourself did mention.
And for someone as active on the forums as you I would expect you to know that (referring to first paragraph after first sentence), so no I'm not "implying" anything I'm directly calling you out on your choice of words (which albeit, is very nitpicky and I did agree with everything else you said in that post, but I've written this far I'm not going to bail out now) and what they "imply" as if Bloodlust isn't completely warranted and that it's an unfair mechanic.
Instead, of saying "sadly bloodlust exists" as if to imply bloodlust shouldn't or should be changed somehow, a more appropriate suggestion that I think is very suitable given the context is the idea of creating a second kind of pallet and place them only at unsafe loops. These are heavier, and stun killers for a longer period of time, encouraging survivors to get the stun and rewarding those who play these tiles correctly by giving survivors more time to gain distance and run away. This would also discourage bloodlust
Curiously enough, Scott Jund mentioned this idea in his 2nd ep. of his running series "Idea Review"
https://youtu.be/PugO7ovhaYY?t=762 -
@Mooks said:
More killers at once are not really likely. Survivors are „only“ skins and they needed to make more perks.
Designing a killer with a new power and all the interactions and interferences with Perks is way more work compared to survivors. But they could of course make multiple chapters based on Stephen Kings works.
If they planned months ahead of time and budgeted their time appropriately they could probably pull it off, it's not like it's impossible, we just wouldn't know it because obviously plans like that would be kept under wraps.
Seeing two killers come into the game at once would be wild.
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@Aven_Fallen said:
Not every Pallet is 100% playable once thrown. There are some really strong Pallets at Jungle Gyms and Long Walls. Those need to be broken by the Killer, otherwise they will not get a Survivor here.
But what you described, small sides next to the Pallet, those are unsafe Pallets. You can try to play it as Survivor, but as long as the Killer is not bad, they will most likely get a Hit. The Key here is to either get the Stun and then get away, or to fake the Killer into an action and use the Distance to go to the next Pallet.
E.g. the Outside-Pallets on Badham are fair and not too safe. You can waste some time here, but it is better to not stay at the loop too much. Sadly Bloodlust exists, so those fair Pallets become unfair, since the Killer gets a Speedboost after a while, which makes it even more difficult to play the Pallet or to make it to another Pallet.
You can also try to combine two weaker Pallets and maybe get quite a good Setup. This works on a Map like Hawkins, for example. (But also only to an extend, since Hawkins-Pallets are pure garbage)
"Sadly"???????
I'm sorry what?
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Reworked, buffed, changed in some way, shape, form, or fashion, yeah we know he needs something.
What that something is is hard to say, the only reason he has stayed in the same state for as long as he has since his last rework isn't because they think he's in a fine position, it's because he's just a notoriously difficult killer to balance.
I don't know I'm tugging at straws here, writing off the cuff so to speak as I'm just thinking about this now, but I'm grasping at this idea of maybe scrapping the whole idea of "dealing damage super quickly". The most important and unique aspects are being able to sprint and windows and pallets quickly so those are the core characteristics of his power that we don't want to change or mess with, to preserve the integrity of the character we want to keep them...Argh, I don't know I felt like I was on to something and then I kinda lost it. But it feels like a crazy path of balancing Legion in a new way I hadn't heard or thought of before, it sounded wild in my head anyway. -
@Fran1994 said:
https://forum.deadbydaylight.com/en/discussion/comment/1395997#Comment_1395997
You are right thanks for the advice
https://forum.deadbydaylight.com/en/discussion/comment/1395978#Comment_1395978
I had no idea about who candyman is so i had to check and... Well you are quite right. Sorry pal. Thought it could be original.
Candyman is a huge community request, and a licensed killer people have been talking about for sometime now, there is some serious possibility we could see him in game in the future.
Also, just to briefly touch on your perk ideas most all of them are just extremely powerful buffed versions of existing perks.
Perk 1 is an insanely buffed Nurse's Calling, since it now applies to all coop actions.
Perk 3 is an insanely buffed Deerstalker, actively encouraging slugging as the dying bodies serve as large spycams within a 20 meter radius (which is huge)
Perk 2 is a weird one, and I don't think I fully understand it but it sounds like it's got a really broad scope of synergy with different add-ons and perks. Which isn't a bad thing, but with the trend of your other really powerfully broken perks I'd be worried this would suffer from similar issues.
For perks 1 & 3 you'd have to reduce the range these work at dramatically for them to not be stupidly unbalanced, even then I'm not sure how healthy they would be for the game, especially perk 3 which actively promotes slugging. Regardless of your opinion of it, whether it's fine or not fine, slugging is a controversial strategy much like tunneling and camping, and while nobody is saying you can't do those things (I do myself from time to time when necessary) perks are, generally speaking, never or rarely created to promote these strategies.
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I have no idea what "8ps0" means, but it's clearly the option for people who are saying "no" to 120s gen times.
Sorry, but I'm not trying to play "Mouse 1 - The Game" during my survivor matches. If that ever happened I'd probably stop playing both sides and just become a pure killer main at that point, there'd be noticeably less fun as the survivor role, and you'd be encouraging slow down perks even more than they already are. Making the game overall especially worse for those of us who are playing SOLO.
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I don't know why I got such sh*tty matches yesterday (currently in Red Ranks) but I played 4 or 5 matches in a row where nobody was able to do even a single generator except for me. It was absolutely dogsh*t.
The 5 or 6th match went slightly better, we got 2 gens done, everybody died except for me and another guy, I popped a generator on one side of the map, the other guy popped a gen on the other side, I got to work on the last gen while he looped around and I was able to finish it just as he was downed. PH decided to stick him in a cage while I was already running to the other side of the map so I was able to save him but PH was right on my tail and got me. I died, but he had enough time to open the gate and got out.
Match still sucked since we were playing catch-up the whole time, but I'm glad he got out and broke that terrible streak of matches. It was at this point I gave up playing solo survivor and swapped to killer where I proceeded to have fun getting 4ks unburdened by crappy teammates.
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Sounds like a roundabout way of getting Candyman in the game, just adding other species of insects to the mix.
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@ShErMaDeRmA said:
I think it could be quite cool if done properly, so no hate. I'm just wondering, why the huge spike in his popularity? ######### happened while I was gone?
I believe the story is something similar to how @NightmareReborn put it. Although to be fair I do want to add it's not like this request popped up suddenly overnight recently, fnaf has been a suggestion to put into the game for a really long time now but people for the most part dismissed it up until recently where I would agree, a spike in popularity and interest surged after Silent Hill made it into Dead By Daylight.
In all fairness to Five Night's At Freddy's, it is a culturally relevant horror franchise at the moment especially in gaming circles around the globe. Springtrap himself was the unanimous choice for what best fits the Dead By Daylight thematic because of his worn, dilapidated, decrepit aesthetic, and he has a certain level of significance in the Fnaf story arch as well.
Although how well Fnaf itself actually meshes and fits with Dead By Daylight is still a topic that is well up for debate. "Fits best" doesn't actually mean "fits well" it just means it's the "best" option not that it's an actual good option. Which many people still stand firmly in their opinion that it's not a good option, of course there is a significant movement of opposition to stand up against those people and say he is indeed a good option.
In all reality, if he does come, I don't think it'll be for awhile. My money is still on the next chapter being a huge and popular movie licensed character like Candyman, Pennywise, or Pinhead. At this point however, it's all speculation and nobody knows a thing.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1393134#Comment_1393134
And thats how Civil war started lol
Lol
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@H3xB0rr0w3dT1m3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1393138#Comment_1393138
Yes, it’s not the worst but doesn’t change the fact it’s still bad and a time waster
I disagree. It's not bad nor, is it really a huge time waster if you're using it correctly.
It's only bad if you're a dull blockhead with the perk and are using it constantly 24/7 during your matches for every possible heal. When in reality, that's not how you should be using it in the first place: obviously accept heals from anyone who's running bond, empathy, or aftercare and can find you really easily, obviously accept heals immediately after being unhooked (if safe and you have the time to do so) especially if they're running we'll make it or other perks that increase healing speed like Botany Knowledge, etc.
The perk itself is only as bad as how stupid you are with it, simple solution: don't be stupid with the perk, and it won't be a bad perk. The same logic can be applied to almost any other perk in the game - if you're being stupid with Dead Hard it's not a good perk, if you're being stupid with Object of Obsession it's not a good perk, etc. so on and so forth.
So how should you use Self-Care? For heals when you're limited on options: nobody else is around, perhaps everyone is already dead so there would be no reason not to use self care, perhaps you need an extra health state because everybody is dead or dying and you need the extra health state for protection to make safe(r) saves. Self-care can be used mid-chase if you can afford the few seconds of being stationary behind a vault or pallet, it can be a game-changing way to extend your chases if you manage to heal yourself back to full mid-chase. Self-Care can also be used to mop up a heal maybe you were being healed by teammates but the killer came and interrupted that heal, Self-Care is a perfect way to finish that off and get you back to full. It's also fine to use self-care if you're ahead of the game, the killer is struggling to apply pressure and gens are being done quickly so you can afford to spend that time self-caring. etc. As a general rule you can use Self-Care maybe one or two times per match outside of those conditions / situations that I already laid out
It also serves the dual purpose of making self-heals better when using a med-kit, the efficiency is increased by 10/15/20% so not only are you pulling off a heal with a medkit which takes the exact same amount of time as someone else healing you (16 seconds) but you're also using less charges to pull that heal off, leaving more charges for later to finish up a heal quickly or maybe even fit in multiple more heals depending on how good your medkit is.
TL;DR on "how should you use self-care?" use it as a last resort, preferring and attempting to get heals in almost any other fashion first and foremost before relying on self-care. Never as your primary method of healing, in this way it can be a very good and useful perk to have in your back pocket. If you don't believe me, please re-read the previous two paragraphs.
The only real problem with the perk is the widespread incorrect usage of the perk by bad players, but that's hardly a valid argument you can make that a bad player is what determines whether or not a perk is any good or not. Part of the reason for this is that Self-Care is a teachable that belongs to one of the original 4 survivors and one of 6 that are free to play. As such obviously it will naturally make its way into the hands of new players more quickly as opposed say, a perk like Decisive Strike which is a teachable owned by a licensed character.
A lot of these bad players can often bring their bad habits with them as they slowly climb up the ranks maybe even all the way to red when they shouldn't really be there in the first place. Simply because nobody told or taught them otherwise on how to properly use a deceptively simple perk in a far more nuanced, complex, and thoughtful manner. But again, bad players sticking a bad connotation and giving a bad name to a very decent if not good perk is not an actual point for argument, that's just a stigma.
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@Krispe said:
Hello, my name is 157C/Krispe, and I have been an active member of the Dead by Daylight community since the game's release. Like many of you here amongst this forum, as well as many of my friends and individuals I see within the official Dead by Daylight Discord, I am frustrated with the way the developers (BHVR) treat its community and handle the game they've created. I thought it appropriate at this time to write an open letter that can be seen and commented upon by the community to the developers, in hopes that they respond and address many of these community concerns as well as keep us updated on what they're working on. Within this letter, I am going to address many points and as a community, please feel free to comment on all of them, on a specific one you're passionate about or specifically agree with, or just saying you agree or disagree. If you do disagree on any of these points, please state why as I'd love to open up some dialogue to see if there's a flaw in either one of our perspectives. For some context I am not a survivor/killer main, I play both very regularly and enjoy both, so I like to think I understand what each side needs, but it also allows me to not be biassed towards one side specifically. Anyways, let's get into the points.
1) One of the main problems plaguing the community is bugs. Lots of them. But not only that, it's the fact that some have been in the game for a long time and have still not been fixed. We as a community have become accustomed to them, and that's a problem. Now, I've dabbled in game development, more specifically UE4 and Unity (gross), and I absolutely understand that patching bugs is a very difficult task. However, some bugs not being fixed, especially when they are rather simple fixes, is something I find to be ridiculous. Let's take Ghastly Gateau for example. This is a bug affecting us all right now, it's value is wrong (Supposed to be 104%, not 140%), and is supposed to stack (It's personal). Both of these from an outside perspective looks to be two relatively easy things to change and fix. Again I don't know the coding of the game, maybe I'm wrong. But even so, some COMMUNICATION about when a fix will be deployed and why it's taking so long would be nice. (This will come up at a later point). Bugs are plaguing this game, and one thing I've advocated for a long time and will continue to advocate for is an "Operation Health" for Dead by Daylight. If you are unfamiliar with Operation Health, it was a Season within Rainbow Six: Siege, where instead of getting two new characters to play, the developers took the Season to focus on fixing bugs. While many players hated Operation Health because it denied them new content, the goal of fixing a lot of major bugs plaguing the game was completed, and absolutely increased the quality of life and longevity of the game. (It was then followed by Operation Chimera which sucked ass but we don't talk about that). My point being, I would absolutely much rather have an Operation Health within Dead by Daylight then another Chapter with a mediocre killer and survivor with crap perks. (Another point later on). Please fix the game.
2) Communication is something I feel all developers should have regularly with their community. Not just via stream, although that is somewhat acceptable, but through social media such as Reddit and Twitter. I want to take a look at Battlefront 2 by EA. That game launched an absolute mess, and to make things worse the Community Manager (CM) at the time, never talked to its community about ANYTHING. Then a new CM was appointed, and things changed. This CM was on Reddit and Twitter very often and communicated with players about things they were thinking about implementing, bug fixes, new content, EVERYTHING. BF 2 is now one of the best Star Wars games created thanks to its developers and active communication! I'm not asking for all of that from BHVR, but I'm asking for SOME of it. These streams and Q&As aren't doing it for a lot of people, especially when you gloss over/ignore really important questions from the community. It's even worse when you answer the same question multiple times and those answers give some vague/backhanded response. Let's take the latest Q&A for example. One of the main questions was that everyone feels that PH's perks are terrible and need to either be reworked/majorly buffed, and you guys basically responded with "Well we buffed it after the Test Server so it should be fine now". Why would the question be asked again if the community felt it was fine? These kind of lazy answers are not putting faith in you to make the game a better place. Please participate more in communicating with your player base about bug fixes, reworks, etc... People will be more accepting of flaws within the game if you just communicate about it.
3) The priorities of BHVR is something I feel needs to be addressed. This goes back to bugs of course, but just in general it's something I want to discuss. Things like the Gateau bug should have been hot fixed by now, and because of the lack of communication, we don't know if that's something they're even focusing on. I think major issues impacting the community should be the highest priority for the developers and should be communicated. As simple as that.
4) Game balance is at a point right now where if you are not running certain perks as a survivor/killer, you have a much higher chance of getting killed/losing. Just like my idea for an Operation Health, I believe there needs to be an Operation Rework, where BHVR takes time to rebalance/rework a lot of perks/add-ons for survivors/killers. There are some perks that are not only unfun to play against but are just so BORING. Here's the list of meta perks for reference (for both survivors/killers): Sprint Burst, Adrenaline, Borrowed Time, Decisive Strike, Iron Will, Unbreakable, Dead Hard, Pop Goes the Weasel, Save the Best for Last, and Corrupt Intervention (Bolded because those are the most annoying imo). There are a few more that could be argued such as BBQ and Chili but those are the main ones I wanted to throw in there. Also, notice how there are way more meta perks for Survivor than there are for Killer. During Operation Rework, my hope would be the developers change/balance a lot of the meta perks, but more importantly, MAKE WORSE/TERRIBLE PERKS BETTER! For 4 Chapters we've gotten nothing but mediocre/crap perks. Last good killer perk being from Ghostface and last good survivor perk being from Nancy. Stop printing crappy perks and take time to make them better and make the best perks less meta. Also, take this time to rebalance a lot of really garbage addons for killers and make some killers more viable (Clown). I watched an amazing video by one of the best content creators of this game going through every killer up to Oni and talked about rebalancing them. I agreed with literally everything he had to say, and some of his suggestions were actually implemented (Trapper reset of traps). I suggest all of you, especially BHVR, take time to watch the video and CONSIDER adding some of his suggestions. Find the video here.
5) This game is toxic. Entitled survivors and toxic killers is another major problem within this game and is arguably one of the main turn-offs for new players. The purple and red ranks are especially guilty of this. My first suggestion is to add a notification when a player you reported gets punished, you don't have to tell us their name, but let us know that reporting people is doing something. R6: Siege recently did this and it made me feel a lot more valued for reporting cheaters. Secondly, punish players for DCing. Don't let them play another match for 15 minutes, and have that time increase with each DC. Also, give the killer chase points and full sacrifice points for the DCed person. People DC because it hurts the killer's score, so making it not do that as much will make them less inclined to do it. Some of you may disagree with the abandonment penalty, but I say to you, this is a Ranked game mode, people are trying to get higher ranks, letting your players punish the killer simply by leaving makes that person's time less valuable, and makes the rank less valuable. My additional suggestion is to add a casual mode alongside the abandonment penalty, so losing score doesn't matter as much, but it also allows players to try more wacky/gimmicky builds. The penalty would only apply to Ranked. I would also like a setting to disable post-game chat. I want to be able to read my score and stats without seeing someone call me demeaning and offensive terms because they didn't like that they died or that we escaped. Toxicity needs to be stomped out, this is a fun-addicting game with a very toxic community and WILL turn people away from it.
This is pretty much everything I wanted to talk about, this took me around one and a half hours to think of and write out, so a comment about something you agreed/disagreed with would be much appreciated. If you have any of your own suggestions I would love to hear them so we can start a discussion about it. The goal of this post is to be seen and read by the developers in the hopes of a brighter and better future for this amazing game. Right now I think BHVR doesn't listen to its community and doesn't truly care for the fan-base and the amazing title they've created. I want them to prove me wrong more than anything. I love this game, my friends love this game, and I know many of you love this game too. Let's try to make the game a better place for everyone. Thank you for reading.
I skimmed it, I don't mind long threads and I'll diligently read through them, but I do mind the bricks of text which are a bit hard on the eyes sometimes. So wherever there are some natural pauses in your text I suggest adding a space there next time pls.
As someone who feels like a kindred spirit to the description you provided about yourself (Active community member since launch, plays and enjoys both sides equally, member of the DBD Discord, someone who also can take upwards of an hour to write comments or post threads, etc.) I agree with most everything you said.
I'd like to focus and put emphasis on points 3 & 4, "priorities" and "game balance" as points that I especially agree with.
Game Balance
I don't mind meta perks being as good as they are but I do mind the unwillingness to buff or change weaker / lesser used perks, they're already far from being frequently used why not buff them?? Buffing weaker perks on a massive scale is something that I would love to see and it's something that I think would keep the meta from getting as stale and repetitive as it has.
It reminds of a poll someone made a long while back asking "would you rather want power creep or redundancy?" the idea being would you rather take perks that slowly become more and more powerful or redundant perks that only help you in very specific circumstances and situations. Very quickly I voted for power creep and I believe the majority of responses chose that poll option as well.
And on a slightly separate note I love that you mentioned content creators because they too have some incredible ideas, it sometimes feels like the devs are slow to act about things because they are uncertain and can't think of ideas and don't want to make mistakes but the community is a giant WELL of ideas and I have seen so many good suggestions from all corners of the internet it's almost impossible to think anybody is running out of ideas. All the way from the most popular and well-versed Dead By Daylight content creators and streamers to the random guy in youtube comments who just felt like writing a really detailed comment, or maybe even a short and simple comment that actually has a lot of hidden detail and thought put into it that's not blatantly written, but is very clearly bubbling just under the surface.
Scott Jund's Idea Review is a perfect example of this, he takes the time to look at ideas his viewers have, people who don't have youtube channels or thousands of followers, but have this super cool and unique idea and he shows it off to everyone else saying why it is or isn't a good idea or maybe how he thinks he could make that idea even better. It helps make community members feel heard and it also helps keep the creative juices flowing on a scale never heard of or seen before.
Priorities
A second thing I want to touch on is priorities. Sure, I hear you about really getting the nitty gritty first and foremost priorities out of the way: game-breaking bugs or things that should have just been fixed a long time ago and other stuff like that. But I also want to emphasize back-burner ideas these are ideas that are super cool and would obviously make great additions to the game but they're not added because there's always "a bigger priority to focus on" and that's the problem. First there will always be a bigger priority and some of these ideas are things have been asked for for years and could have been done a long time ago. But there was dedicated servers, then matchmaking, then lag, and when those things are all fixed there'll probably be other things to take their place as bigger priorities.
What this does is it leaves these super cool backburner ideas forever on the backburner, constantly neglected and pushed to the wayside because they aren't "important enough" to focus on and that's something that I find really frustrating, because many of these "backburner ideas" are really just Quality of Life changes hidden under the name backburner ideas because they're always on the backburner.
Super cool things like unique animations for every killer closing a hatch, breaking a wall, creating separate animations for survivors who are holding and / or using items, reworking Quentin's Face, Voice over for Steve Harrington starring his actual actor Joe Keery, the ability to gift auric cells to people on your friends list, More gore and actually having the state of character models be affected and altered by a memento mori instead of killer weapons just clipping through the bodies, allow the host of a lobby to customize map seed (the random set of variables that determine the placement of everything in a map) to make DBD Tournaments more viable and fair (matches being played on identical customized maps), track personal player stats, create a crafting system / bloodpoint market where you can craft different items and offerings or sell the items and offerings you don't want for Bloodpoints, yadda yadda yadda I could go on and on and on.
If the graphic overhaul hadn't been announced on the 4th anniversary livestream, that would also have made it into the backburner list.
Alone these might be small changes and not worth any time, but think if all of these made it in in one patch or over the course of some 3 updates. QoL in Dead By Daylight would most likely increase dramatically as players are now more satisfied than ever with the product they bought. Things look better, they feel better, sound better, you can do cool things like gift friends auric cells, craft items and offerings, play tournaments on fair maps, Mori's would look more visceral and better than ever, items actually staying in your hand instead of disappearing and reappearing while you're performing any action like vaulting would no longer be a thing, making you feel like you're playing an overall more finished product.
Things would be great. But obviously, they've got to fix bugs and things like that which is why I wish the devs would prioritizing making at least one of these things a priority to do with every update. Just one, of these sometimes small or large QoL changes that benefits DBD as a finished product, as a game. While most of their attention and focus remains where it properly should, on bugs and the critical, key aspects of the game that must remain functioning for the game to be as operational as possible.
But certainly not constantly saying "it's something that we'd like to do in the future..." every stream. It's a balancing act for sure, but something that I believe can be reasonably achieved.
Ugh. I spent way too much writing a comment that's probably not going to be read because it'll be on like the 2nd or 3rd page, so I'll stop writing now, not going to waste my time with a concluding statement or trying to neatly wrap up what became a little mini rant bouncing off OP's mini rant.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1393027#Comment_1393027
That's true, that's a good way to look at it. I was going back and forth on these perks for Bubba, and since Bubba isn't a fast-moving killer, pop would probably be better.
Yeah, I would say so as well.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1392854#Comment_1392854
You're not wrong, sometimes the devs do that to make people play the weaker killers more often but you got to admit the skisn do loo awesome, actually speaking of which clown is my favorite killer, his power is easy to learn (for me) and when I actually got really interested in the game he was in the ptb during that time and he got me hooked into the game and ever since I've been a fan of this game, even when its gone crazy at times.
I can respect that. He's not the best killer and he certainly needs improving, but his story, aesthetic, and even his own theme are all super cool and he's been my favorite original killer character wise since he came out. Which is why I say it's such a shame that he doesn't get more love
Hopefully this next cosmetic, whatever it is, is a good one and one that you can unlock with shards rather than being a 7th cosmetic you need to pay for to access. That would just make his cosmetic situation even worse, bumping up the previous number above two thirds to a whole 70% of all his content cosmetic wise being locked behind a paywall.
For such an already looked down upon character by most of the community (at least gameplay wise), that's just no good.
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@GodNap said:
https://forum.deadbydaylight.com/en/discussion/comment/1393001#Comment_1393001
thanks! i hope pop POPS out in the shrine :D
Hahaaaaaaaaaaaaa
aaaaaahhhhhhhh....
Kachow!
👉😎👉
(Of course you could always get Clown if you've got enough shards. Bamboozle is a good chase perk and Coulrophobia can be used to add even more pressure in anti-heal builds, and hopefully he gets buffed a second time in the future because the one change [which was significant I won't lie] was not enough, there's enough attention on the character that I think it's reasonable to expect more changes for him in the future.)
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Depends on the killer, but you specifically said "if you have no map pressure" so I assume we're excluding high mobility killers, in which case Pop.
Discordance is a good perk for killers who do have map pressure, killers who can act and respond really quickly with that kind of information to traverse the map right away. Killers like Freddy, Hillbilly, Oni, Spirit, Demo, Legion, Nurse, etc.
It's also really good for Stealth killers too, who might not be able to apply pressure right away, but can use the information of who's where to their advantage and easily sneak up maybe even grab survivors off said generator. So Ghostface, Wraith, Myers, Pig, etc.
Hell, ranged killers can benefit from discordance too. So add Huntress and Deathslinger to that list (Huntress can obviously hit long ranged shots, Deathslinger can use perks to reduce his terror radius and sneak up closer without them noticing to make his shots)
And while that is indeed a lot of characters (that's why it's a good perk) PGTW can be used on everyone I just listed and everyone else because it slows down a gen. rush. And that's something which cannot be overstated
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Pop is a really good slowdown perk but only if you're getting use out of it, which is really up to you. If I have pop active I would make sure to patrol gens check which has the most progress (within the allotted time of course, some maps are too large to traverse back and forth so you just gotta pick) and then you kick that one.
In that time if you see a survivor, it's better to let them go and run to safety while you have pop up, even if they're injured because what may seem like an easy down can all of a sudden escalate into a 3 minute chase and you lose all of your pressure that way. Prioritize kicking gens when you're running pop especially when it is active, even if that gen doesn't have that much progress on it kick it anyway. It'll slow them down and that's what matters
I had the opposite problem playing Clown a couple days ago, it was one of my really really good matches and I was finding and securing downs so quickly I never had the opportunity to use pop because I was bouncing from chase to chase and finishing them really quickly. That's a good problem to have because in those instances, the pressure of your presence alone is enough to slow the game down, but that's not going to happen every time and it's certainly not something I would bank on.
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Clown doesn't have that many cosmetics unfortunately, he's literally got a total of seven in the store, four of which are locked entirely behind a paywall for Auric cells. Add two outfits more only if you participated and completed the 2nd rift, bumping that total to a measly number of nine outfits, two thirds of which (or six) are not accessible for players to earn through normal in-game means. That's horrible.
He desperately needs more, there's so little love for Clown out there from the devs, he needs more changes to make him more gameplay viable as well as more fun to play as and against and more outfits to get people to like the character and his aesthetic.
You see, it's a paradox: people will tell you all the time "the most popular characters get cosmetics" but they neglect to mention the fact "cosmetics make a character more popular". It creates a cycle of neglect where the "popular characters" only become more popular because they are more supported and pushes the neglected characters even further into obscurity. That just sucks, especially for such a cool, creepy, and unique character like the Clown, he deserves better.
Thankfully whoever created that amazing Mr. Puddles cosmetic in the community contest brought some real attention to the Clown and that's awesome. Whoever that was, big thank you from everyone who loves the Clown as a character and hopefully he sees more stuff that's on par in quality like that.
On a personal level, I've always been a huge fan of the Downtown Fair cosmetic from the "Street Performer" collection, it was released a long time ago and you don't see many people wearing it but I always thought it looked super creepy and cool.
Street Performer Collection: Downtown Fair -
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@jisp3r said:
Because playing killer isn't fun nowadays. So they come here to explain what's going on.
I play both sides and killer is way more stressful and not enjoyable
As someone who also play both sides I disagree. I play as killer to vent out my frustrations of playing survivor, because at the very, very least if I play killer the reason why I lose is very apparent. Either:
-I was terrible and got outplayed
or
-The SWF squad (or even random lobby sometimes) full equipped with flashlights, DS, Unbreakable, etc. was too much of an OP mountain for me to climb
Either way, it's very easy for me to define and identify what went wrong in my killer matches. Whereas I do not have that kind of security in my survivor matches?
What went wrong? Could have been a number of things:
Me in some way, shape, form, or fashion (playing as a solo in itself is a disadvantage)
The killer outplayed us
Terrible team
Terrible matchmaking (queued with inexperienced players)
Some cock-sure bravado guy decided not to run any perks
Some idiot decided to bring garbage perks
RNGesus was not looking down on us with favor
Either way, there are too many factors to be truly constructive about your own survivor gameplay and in that way can be more frustrating than killer. As a killer I at least have the luxury and security to know that I was the reason I lost, and I can build off that experience to be a better player but as a survivor the line can be much more blurry from blaming your team, or RNG, or matchmaking, or whatever. In this way, I almost (not exactly, but almost) prefer playing killer although I play both sides fairly equally.
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@HectorBrando said:
No, it would entice players who are not up to the task of running it to run it just for extra Bloodpoints.
Aside from players who are looking to troll or just switch it up for the day, nothing is going to entice anybody to run No Mither in its current state. It's a garbage perk with or without the BP bonus
No Mither should provide the added effect of hiding the broken status effect from the killer and starting you off at a healthy state and breaking you after you are injured for the first time. Making it a very high-risk high reward perk and actually allowing players who run it more chances to take advantage of the built in perma-unbreakable.
Nobody's buying that "hard-mode" BS, and considering the game is already "hard-mode" whenever you're queued with a really good top tier killer like Nurse, Spirit, Huntress, Billy, etc. It's a sh*t perk until it gets reworked, end of story.
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@LethalPugy said:
Inner Strength personally to me is a great perk but also still balanced. However if they were to buff it, itd probably become worse as a perk.
Let me explain.
If they for some reason buffed it to stack tokens up to 2. (1 per totem) Many more people would use the perk.
But the more people using the perk. The more people looking for totems. And then boom less totems.
And honestly they could nerf it to actually buff it.
But this was just me talking about how Inner Strength relies on not a lot of people using it.
Wow i’m like 5000IQ
I fail to see how increasing the tokens would get more people to use the perk. The people who aren't running inner strength (me for the longest time) are not not running it for that reason. To be more clear, people aren't using Inner Strength because they're thinking "man if only you could stack the effect twice..."
As someone who for the longest time was a disbeliever in inner strength: in general on paper the perk can seem very unreliable, you've got to find totems which are a limited resource and on certain maps that alone can be a difficult task as they can be well hidden, making it very RNG related which is by itself a deterrent. These people typically prefer running perks that seem far more reliable, self-care for one most obviously, but also bond, or empathy, or aftercare, or pharmacy, or just bringing in a medkit in general on a somewhat regular basis.
It was only until after I tried it out myself (somewhat recently I might add) just for sh*ts and giggles in a totem hunting build, and got the experience of using it did I realize and learn to appreciate how it was actually a pretty decent perk that I might want to use more often in the future.
I see what you're saying, and it's not the first time I've read such a thought either, but I don't think so. Inner Strength requires a certain level of commitment and a change in your playstyle that revolves more around totems than previously. As it stands a lot of people are still convinced that there's no reason to run anything else other than meta perks.
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@Todgeweiht said:
That would be cool!
If anyone would actually play demogorgon these days ;_;
Please guys in the last 2 weeks I have only faced demo twice and one of them was a camper, why are you all so reluctant to play him?
LMAO
"That would be cool! If anybody played demo in the first place..."
That is actually straight facts.
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It's quite the paradox I'll tell you that. Still confounding even the greatest minds today
@Kaethela said:
I am always, without fail, the first one to be found. I swear the killer spawns right next to me every game.
I remember this used to be me when I first started out in 2016, it was horrible. I don't know exactly when or how but it slowly became less frequent over time, either my luck as an Ace main has improved since then or I got better at being stealthy in the very beginning. Maybe a lil' bit of both.
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@Papayarng said:
https://forum.deadbydaylight.com/en/discussion/comment/1390590#Comment_1390590
well feng min has them, why not david
How about: "Because each character is distinct and unique from top to bottom from their history and background, their voice, to the clothes that they wear. The clothes themselves are especially important because they reflect who that character is and illustrate their personality: Dwight is your average joe who's down on his luck, reflected through the many uniforms he's had to work showing that he's worked many odd jobs. From pizza delivery boy to an elf at a mall. Jeff Johansson is a quiet artist who loves loud rock and heavy metal, appreciates the biker lifestyle and a simple can of beer. Nea Karlsson is a true rebel, a grafitti artist, and a skateboarder, she's a tough cookie who's not afraid to shoe off her punk aesthetic and go against the grain.
Not only would applying someone else's cosmetics not fit many of the given character's personalities and contrast who they really are for no real reason, but to repeat these cosmetics over and over in multiple characters would lessen the impact these distinct characteristics provide each character, making them all less unique and a little more the same shade of grey. :("
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All they need to do is provide a unique voice for these legendary skins that actually fully and completely change the character and it'd be fine honestly.
Legendary skins and sets are fine as they are, and you don't need to be mixing and matching everything. Especially when those are different characters you're talking about, why not just stick Adam Francis' head on Dwight's body? Hm? Obviously you can't actually do that but it's meant to illustrate a point: doing that kind of thing doesn't preserve the integrity or distinction of having unique characters in the first place.
As well, I also so that peanits or one of the other developers said that having legendary sets makes it easier for the artists to 3D model a set that goes together and stays together without having to account for individual parts being stitched together with other cosmetics. It's more simple, quick and easier, which is alright with me.

