Seraphor
Seraphor
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That's basically just increasing everyone's bloodpoint gain by 50%. If they were gonna do that, they'd just up the bp scores and caps.
I'd rather another way to acquire specific things rather than relying on bloodweb randomness. Even if it was something like; at bloodweb level 50, you can choose one thing of your choice of each rarity.
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@surv43 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583829#Comment_3583829
If mmr is tied to experience points, will this option suit you?
How do you know that he was considered wrong?
It would be nice to have an MMR option that would keep survivors and maniacs at just below +1 rank increase per match to encourage both sides in the game to be more active.
Playtime doesn't equate to skill, or attitude.
MMR is as much of a measure or approximation of attitude (how badly the player tries to win, if they regularly employ cheaper tactics like tunneling, etc.) as it is "skill".
Like it or not, MMR as it stands is the best and most effective out of a lot of terrible options.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584470#Comment_3584470
Survivors that like to excessively hide, want lockers to always be available, so they can use them to dodge killer tracking perks. They also want reliable lockers to easy mode hide from the killer, because some uninjured survivors are extremely difficult to hear in lockers, even if the killer is right next to the locker, and there isn’t any chase music.
And yes, lockers being more reliable is a buff for survivors, even if they aren’t in a chase. Excessively hiding survivors is a major game problem, and we don’t need to make it any worse than it currently is.
But why should lockers be more reliable, for survivors or Dredge/Huntress/Trickster, on a map like Midwich or MacMillan, but not for Swamp?
Why the imbalance between locker placement on these maps, for either side?
Are there too many lockers on MacMillan? Is that what you're saying? Is a map that's good for Dredge an indication that it's also too survivor-sided due to having more lockers than necessary?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584359#Comment_3584359
If a locker pass is done, and lockers are made more reliable for every single game, then you’re buffing survivors overall, because the majority of the games aren’t with the three killers that want reliable lockers.
There's no reason why locker placement shouldn't be comparable between maps though.
Why is Swamp so short of lockers? It's already relatively killer sided outside of Dredge anyway, it wouldn't hurt to add a couple more lockers in strategic locations.
Even on Coldwind which isn't killer sided, as long as the extra lockers aren't added to existing strong loops, then they're not really buffing survivors.
Lockers I find are generally not used much by survivors anyway. Outside of Head On or Flashbang, they can be as much of a risk as a benefit. So place them outside of loops to avoid buffing Head On, and there's no reason why lockers shouldn't be equally available for the likes of Flashbang/Inner Healing.
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@Coordi said:
I have quite a few builds I go to that have synergy! I am very curious to see other players share their builds here, to see what is popular.
I have a hook and friend save build with Babysitter, We'll Make It, Botany Knowledge, and Empathy.
I always love playing Deception, Head On, Quick & Quiet, with a random 4th depending on the mood. Locker builds are fun!
There are totem cleanse builds, loot goblin builds, you name it! Do you have perks you wish you had more synergy with others?
I like to run We'll Make It, Botany and Empathy (or Empathic Connection) with Renewal. Renewal is a tricky perk to pull off but these virtually guaranteed super fast heals really make the difference.
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I see no reason not to add this. The only thing being impaired without this is that other survivors can cheat you out of your perk. Other survivors need to be a little of a problem by default as possible.
Anything that can aid survivor cooperation/coordination that isn't more than can be provided by voice chat is always a 100% benefit to the game.
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People disagreeing with a suggestion isn't going to make it disappear, BHVR will still see it if they were going to anyway. But it does show that there are multiple opinions on the matter. Just because someone's made a suggestion doesn't mean it's a good suggestion, or a popular one, and that feedback is just as important.
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They can't go adding situational buffs based on lobby make up. Simply put, the presence of premades isn't a guarantee that they will be communicating or better coordinated. It's a correlation, not a certainty.
As for basekit perks, it's a case by case basis but in general, more base-kit features leads to power creep and balance issues.
Aura's are strong, and aura's of your opponent doubly so. Kindred can usually be more effective than voice chat alone, which is why even SWFs can get use out of it and it's not entirely redundant.
I would like it if survivors could get a 'Survival Instinct' that shows other survivorlocations. Similar to killer instinct, in that it gives a general direction of other survivors, so less precise than aura's, but can't be blocked by blindness. I think a couple seconds of Survival Instinct after a hook could be a fair addition.
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The worst offenders I find are Swamp, Coldwind, and then for some reason Lerys can spawn with one end of the map entirely devoid of lockers. Hawkins may be in a similar boat.
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Only if I can buy map offerings.
10 games and none of them were Hawkins.
2.5 million BP spent and not a single HNL badge.
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There comes a point where games that are designed around the skill of finding hidden things, are simply not compatible with every form of accessibility issue.
A developer can and should try to be as inclusive as possible, but no one can provide for everyone.
When a huge part of the game is hiding from the killer, accessibility options to make finding survivors easier simply becomes a universal killer buff, and removes gameplay options for survivors.
Better colourblind options is one thing, but brighter colours is creeping into reshade abuse territory, and giving visual cues for sound effects or removing iron will is just breaking the game.
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Thing about god pallets, is you break the pallet, and it no longer exists. It costs you one chase, maybe even just 20-30 seconds of a chase, and then you have the rest of the game without it.
Killers with anti-loop or chase powers, have those powers for the entire game. They don't use them once and that's it, one instant down and gone.
So as Pulsar said, not comparable.
Pallets exist to slow down the killer and buy some time. They're finite, and some are stronger than others. That's simply how the game is balanced, survivors get limited resources to buy as much time as possible, and it's up to them to use thosr resources wisely, skillfully. God pallets are the freebie, the one guaranteed chase extender to give survivors regardless of skill level a fighting chance, the other pallets take more skill to use.
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Custom games would be fine. The issue is that it's pretty superfluous. Third party programs exist, and if you're already organising a custom game, then you shouldn't have any issue also organising a chat room via a third party program. Discord even works on consoles now. So why should BHVR spend time on this?
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Taking your chances to unhook is a valid mechanic, as well as having the potential to be 'abused' this way, so there's no easy fix.
Personally, I'd just like a bit of a delay on the chances you can take. If instead of being able to take all three chances at once, depleting 20s of hook time with each attempt and instantly going to stage 2, I think that every 10s you should gain the opportunity to take one chance, which depletes your hook time by 10s. Essentially meaning you will always have a minimum of 30s on the hook, giving team mates a chance to rescue you regardless. If you waited for 30 seconds before taking any chances then it wouldn't make any difference, you would have gained your 3 attempts by then and can take them all at once, but if you take each attempt at it's earliest opportunity, you have a 10s wait between each one.
30 seconds plus the 2nd stage timer would still be the quickest way out of the game without DCing, but it would effectively give the survivor a 'cooling off' period, in which they can see their team mates didn't leave them for dead and that the game isn't already a lost cause.
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MMR is a terrible incentive, because it's based solely on kills/escapes.
Kills/escapes is an ok estimation for average skill over a number of games, for matchmaking purposes, but it's not the outcome you want every player chasing at all costs. That's what emblems/bloodpoints are for, which encourages a wider range of actions and team-focused behaviour.
Everyone seriously needs to forget that MMR exists and not worry about what their own MMR is, because that's precisely why it's a hidden stat. It only exists to serve a vague matchmaking system which itself is not designed to create super strict matches, in a what is essentially a casual free-for-all pvp game. SBMM is designed to create a gap between the highest and lowest players, it's not meant to be more accurate than that, because there are too many factors at play that completely supersede individual skill level. The Killer, map or the survivor team make up completely alter the skill balance of a single game.
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You can put the tape down like any item. It will despawn, but that's the trade-off you make. Just like EMPs.
This is a part of their power balance. You're not asking for a simple QoL upgrade, you're asking for a power nerf. That would be fine if there was a simple way to account for that nerf by changing something else about the power to account for it, but this is a universal mechanic and would require remapping action buttons completely.
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I've spent about 2.5mil BP over the past couple days and not a single HNL Badge.
This stings double considering that before Hawkins was removed, I stock piled them with the intention of running them every single game for the final week before it was axed, to give it a proper send off. Only for BHVR to remove the offerings two weeks early with no warning.
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@[Deleted User] said:
I think people think a bit too much about a ranked mode and restrictions. It's kind of putting the cart before the horse, because we've never had a mode where it's implied that everyone will run meta and play for a win all the time.
Outside of extremely small sample size competitive leagues, there's nothing to really draw conclusions from. To me, you enable a ranked mode and see what happens first. Because most of the balance conclusions people are drawing relate to a 4 slowdown Nurse facing four solos playing on Switch at McDonald's on WiFi, or a full meta 4 man SWF against a Freddy with dream pallets.
We're already talking about restrictions because of problematic matches that wouldn't realistically happen in a ranked setting. That omega sweat 4 stack is probably going to climb until they're running to elite Nurses, Blights, etc. I don't know that we need restrictions if the ranks are taking care of themselves. Again, it's an extremely small sample size, but there has been one tourney to date without any restrictions and the kill rate was 50%. But the player pool was less than 40, so take it with a massive grain of salt.
Anyway, end rant. I'm pretty passionate about a potential ranked mode and comp in general.
If you're suggesting that a Ranked mode would police itself because participants would only ever run the meta anyway. What good would that be? Why would anyone want to only play 4 slowdown Nurse all the time? Surely you'd get more mileage out of a ranked mode if it was balanced to accommodate all viable killers. That means restrictions. Otherwise it would just be "SWF v Nurse" mode.
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They're fine. But Sprint Burst was always better than MFT anyway.
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This is a PC/Console issue.
Precise aiming is infinitely easier on PC, you literally point and click. DbDs joystick deadzone settings are awful, making precise aiming with the likes of Hatchets, Speargun and Trick knives far more difficult than it needs to be. Xeno's tail attack is along the same lines, very small hitbox requiring precise aim.
This all means that PC players miss a fraction of the tail attacks that console players do. Thus nerfing the missed tail attack cooldown is disproportionately affecting console players.
The penalty isn't an issue for PC players, because they hit 90% of their hits anyway, which is why it wasn't an issue on the PTB. But on console, where 50% of attacks are missed, it's a massive unnecessary penalty that didn't exist for the PTB.
The skill balance for Tail attack interactions with a PC Xeno is squarely on the survivor side, and their ability to bait and dodge the attack. Whereas on console, it's mostly down to dumb luck.
This puts Xeno in the same boat as other "unplayable on console" killers. And for what? The penalty doesn't affect PC players.
It might be ok if Xeno had other stuff going for it, but it fails as a stealth killer. The tail attack is a no go for console players, as a missed hit is very likely and will cost you the chase, making it an M1 killer with a limited map traversal power. It's basically Dredge or Freddy without the anti-loop/nightfall/dreamworld.
I would be thrilled if Xeno got a set of power altering add ons that traded the tail attack for better stealth or movement speed instead.
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I think it's a huge fallacy to say map offerings are unfair but maps themselves are fine.
There's functionally no difference to your game if you end up on a map at random, or via your opponent playing an offering. You can play a sacrificial ward to cancel out someone's offering, but still end up going to the same map through sheer (bad) luck anyway, and the outcome is the same. The only thing that's changed is your perception, of your opponents intentions/attitude.
Ultimately you are spending your one offering slot to give you/your team an advantage, which is the purpose of offerings. Oaks, Reagents, Blueprints, Coins, all exist to give your side an edge. Map offerings are no different.
The balance issues for most maps are very overblown. Most maps are not unplayable for one side, most maps are entirely viable even the the odds are stacked against you. The few that aren't deserve rebalancing. Which just goes to show the issue isn't offerings, but the maps themselves.
What I would like to see though, is more variation of maps within a given Realm, so that any given offerings doesn't only have a single option to send you to. Which would steer them more in the direction of being used aesthetically.
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The game isn't balanced well enough for a true comp/ranked mode, which is why all these tournaments have huge lists of rules and restrictions.
A ranked mode would likely involve killer/map ban systems, no duplicate perks/items on the survivor team, and a whole host of perk/add-on restrictions.
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I wouldn't be against reworking Victor to be third person. He's a power rather than a killer, so it wouldn't be unreasonable.
But apart from that, it wouldn't work for many. Maybe if we ever got M3gan or Annabelle as killers.
I would like more killers with unique functions though. Like Predator with thermal vision, or the Quiet Place creatures with sonar.
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"Why can't I see the stealth killer at all times?"
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@StibbityStabbity said:
I understand that the physics shape is the killer model is the same as survivors. However, I'm asking if the killer is seeing the same model as the survivors, or if they are seeing a separate model.
Case in point: killers see a modified version of the killer model with a missing head and stretched limbs to accomplish having their weapon always in view. The killer model is there, but modified to work in first person. Meanwhile, survivors see a Killer model with no modifications and a different animation set. Hence why Meyers always sees his weapon being held up while survivors see his weapon at his waist level. This is all common practice in first person games. Chucky could follow a modified version of this, where the killers pov model is very similar to what survivors see, but still uses a few modified animations for specific interactions. This would explain a couple things as well, such as not seeing the red stain (which I assume is a consequence of not seeing the killer model the survivors see, which is specifically modified to project red light).
It certainly has unique animations for when carrying a survivor as Charles' spirit. But from what I've seen, the actual 'Chucky' gameplay is as close to what survivors see as is possible.
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They always know exactly where the killer is. Which makes stealth killers useless.
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@JaxHampster said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580698#Comment_3580698
I asked them throughout a few months when I first heard of him l. Ice seen at least 1000 through various social media's saying hoe disappointed they are of thr new chapter
Yeah well I've seen 2000 say how hyped they are.
Seriously? How did you spend months asking people about a character you yourself have never heard of?
Are you sure you're in your 20's? It sounds like you're in your teens.
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@JaxHampster said:
Don't let them lie, the majority either don't know who he is or at best only find the name vaguely familiar. All of my friends and my parents didn't know who he was.
It will flop, I've seen at least 100 people say they arnt buying this chapter.
Well I've seen at least 200 people say it'll be a huge success.
And I'm sure you've asked ALL of your friends and family members who Chucky is in the past few hours... There's absolutely nothing unhinged about that at all.
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Pallets still exist to serve as a stun tool. Not every pallet needs to be a guaranteed 30 second+ chase extender.
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@TWiXT said:
here's confirmation from the PTB notes:
New Killer - The Good Guy
Killer Power
The Good Guy has two separate modes he can switch between; Normal Mode and Hidey-Ho Mode. Due to his short height, The Good Guy also has a fixed third-person camera positioned above and behind him, giving the player a better view of his surroundings. He is also much shorter than other Killers making him very stealthy, however he leaves fading footprints behind as he walks.
Special Ability: Hidey-Ho Mode
Press the Active Ability button to enter Hidey-Ho Mode for 20 seconds. While in this mode, the Killer has no Terror Radius, and "distraction" footprints and audio are spawned all across the map.
Special Attack: Slice & Dice
While in Hidey-Ho Mode, press and hold the Special Attack button to charge up a Slice & Dice Attack. When charged, sprint forward at high speed, triggering an attack at the end (or whenever the Special Attack button is released).
Special Ability: Scamper
While in Hidey-Ho Mode, when you are near a vault or pallet, press the Interaction button to scamper through it quickly without breaking it.
Perks
- Hex: Two Can Play
- Anytime you are stunned or blinded by a Survivor 4/3/2 times, if there is no Hex Totem associated with this Perk, a Dull Totem becomes a Hex Totem. While the Hex Totem stands, Survivors who stun or blind you get blinded for 1.5 seconds.
- Friends 'Til the End
- When you hook a Survivor that is not the Obsession, the Obsession becomes exposed for 20 seconds and reveals their aura for 6/8/10 seconds. When you hook the Obsession, another random Survivor screams and reveals their position and becomes the Obsession.
- Batteries Included
- When within 12 meters of a completed Generator, you have 5% Haste. The movement speed bonus lingers for 1/3/5 seconds when you are no longer in range.
I love these perks. Although 20 seconds Exposed on a survivor that's more than likely further than 30m away isn't particularly useful. Would be neat if it was at least 30 seconds, maybe 45 to bring in line with similar perks, particularly considering that it can only proc on at most every second hook. (Great anti-tunnel perk)
I'm gonna be including Batteries in my Nowhere to Hide build. Oh! And GoKart Ghostface.
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And how did IGN get it...?
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Where does this come from? BHVR haven't announced it yet and there have been no leaks.
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@JaxHampster said:
Naw, it's more likely Springtrap. It could maybe be chucky but then it would mean thry lied about this chapter being a big liscense
Is this a joke?
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@akaTheBARON said:
I'm all for Chucky coming (if/when that happens) but can someone explain how they think that would go seeing as he's so short? How would carrying survivors to the hook work? The only thing I've ever seen suggested for bringing Chucky into the game in a way that works (tho it'd be slightly weird XD) is just to make a legendary skin for the twins and make Charlotte into Tiffany, and make Chucky into Victor and add some new voice lines (by the real actors one would hope LOL).
So a bit weird as Chucky doesn't ride inside Tiffany like she has a kangaroo pouch on her chest LOL but at least there is already a tiny character in the game who has a purpose that doesn't include carrying survivors. So that being said... if Chucky is coming, either next chapter or at some point how do you picture his power working and how his size would be addressed in the game?
I'm all for a fun sized killer as it would add some new dynamic for things like flashlight saves and all that, and he would be harder to see coming but I personally just don't have any ideas for how they would work him.
For POV, Chucky needn't be any shorter than Victor, Hag or a crouched Pig/Ghostface.
Carrying a survivor could be an issue, but depending on how the power works, or if any new animations have been made, there's so reason why they couldn't have a solution to that. Maybe he drags the survivor, or uses some kind of voodoo.
They probably won't make a skin for Victor, he's a power, not a weapon, and powers don't have skins yet.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579134#Comment_3579134
I wanna see Chucky running around with Hag's arm now
It's not a knife... but I'm all for it.
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It would be a pretty neat gimmick for Chucky, considering he doesn't really have a signature weapon, if he could wield the knives of other killers.
The classic kitchen knife could be his default and the Myers stand-in without being tied to a Halloween license, then you have the Clown, Legion and Trickster knives as cosmetic weapons.
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Allegedly a still from a Chucky movie (don't remember it well enough to confirm, maybe someone else can)
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Hawkins was always the best indoor map. So glad it's back.
Adding (or bringing back) another indoor/killer sided map is a massive boon the the game. Now there's three of them! Slowly creeping towards the number of outdoor/survivor sided maps only about 30 more to go!
(Btw, there are more killers than Billy and Blight, and to the 5 Singularity players, I'm sorry)
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For Myer's stalk:
Stalking a survivor should replenish spent stalk on other survivors at a rate of 33%. e.g. if you fully stalk someone, then fully stalk a second survivor, that first survivor will then have 33% left to stalk from, and if you stalk all survivors in succession (without eliminating any) then the first survivor will be fully replenished, and so on.
This would still keep a level of survivor-by-survivor micromanagement, but it would be less needlessly punishing, and grant you a significant reward (unlimited stalk) if you do happen to keep all survivors around as long as possible, and thus don't tunnel.
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These were both nerfed because they were OP when stacked.
But if you reworked OC to remove the increased regression speed, and replaced it with bonus regress when activated (5% regression even when hitting the skillcheck, 15% when missing it) then you could allow for more regression on CoB (150%) and crucially they wouldn't stack, they would compliment, in that running them together covers two different scenario's, OC for if a survivor returns within 60s and CoB for when they don't.
That said, I actually like CoB even at 125%. The extra info when survivors hit skill checks is really useful for gen defence and general sense of where survivors are.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574148#Comment_3574148
They already set him up as a guy who knows how a computer works. That's all it takes in horror movies. Creating an AI replica voice should be trivial in universe. The Scream movies have used Roger Jackson in every movie even though there have been 30 different killers. And as far as I know, Tobin Bell has been the voice in all the other movies even though he's dead for a lot of them.
The difference is that Ghostface was using a voice changer, while Jigsaw is John Kramer entirely.
A subplot to use AI to replicate John Kramer's voice, when everyone knows it's a copycat killer, everyone knows John Kramer is dead and the killer doesn't even try to pass themselves off as Jigsaw?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574928#Comment_3574928
Can also pair it with something like DH to activate it.
DH is still a gamble, only now you'll be losing out on two perks when your ping decides to hiccup.
Only way I can see it being reliable is with OTR and you purposefully don't touch anything for 60s after getting unhooked with the intention of baiting it.
I don't think it's an awful mechanic to tie it to Deep Wound, but it's a little underwhelming as it stands.
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Everything else is great news.
MFT got the Ruin treatment though. For how situational it is now, it deserves to be 5%.
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@TotemSeeker91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574584#Comment_3574584
Your saying if the killer wins then they should be happy, so if I get anything greater than 2k, I should just let you escape and don't even try for the 4k because
"The only time I go for the 4K or slug for it is if I have a challenge which requires Kills, if I go for an Adept-Achievement "
I don't know how to properly quote certain lines
"Anything greater than a 2K" in this instance means a 3k or 4k, not a 2k + 1 hook.
A 3K means you've won because you've prevented the survivors from opening the exits via their main objective.
A 2K is a loss/draw, because 2 survivors can only escape if they fully complete their objective.
A 3K is perfectly sufficient for a win. The final survivor gets a coin flip escape which doesn't count for MMR, while you gain positive MMR regardless.
Unless you're trying for adept or a challenge, you don't need the 4K. Conversely, there's nothing wrong with trying for a 4K either, maybe you're trying to challenge yourself. Most likely though people try to win more when theyre already winning, for the dopamine.
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@CatnipLove said:
The default controls on console are hideous. On a gen, you are holding down circle, whilst pressing R1 for skill checks, whilst trying to look around with the right stick. How is that remotely optimal? Does the playtesting team consist of squid-human hybrids? How does anyone play like that? You'd need two thumbs on your right hand to utitlise that control scheme effectively.
This game didn't become playable for me till I had remapped almost every single button.
Those aren't the default controls...
You hold R1 to repair, L1 for skill checks, leaving your thumb free to look around.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573714#Comment_3573714
It would've been a decent movie if they had just used Tobin Bell for the voice. No reason not to unless he didn't want to do it.
And the fact that it's a copycat killer. How would he have recorded John Kramer?
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573475#Comment_3573475
Hehehee, I'm just having a over the top nerd rant for fun man, apologies if I came across as though I was running you down, was not my intention... if you like it, that's fine. 😏
My objective analysis of Jigsaw is there are several major issues that are completely illogical within the films own plot, and a huge deviation from the Saw franchises core driving narrative. This means that even with a very biased initially positive stance towards the film, I still ended up hating it.
I'm sure as mutual fans of the series we could have a great discussion about it, however I'm pretty darned confident I could punch a serious hole in your love of the film... and I don't want to taint something you like just for the sake of it. That's not an insult to your opinion, just the problems I've identified are inexcusable to my mind once you notice them... to the point that the few positives the film had are dwarfed into insignificance by the core failings of the plot.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573486#Comment_3573486
I was warned to never watch Saw 3D, or Spiral, sadly I didn't get that same warning for Jigsaw 😅
Spiral isn't bad, it's just a different genre. More of a spin off
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573043#Comment_3573043
Kramers power: turn a jungle gym into a deathtrap room. Players have to solve semi random under a timer or end up on the hook.
Not sure how serious this suggestion is.
But I'd have to add, what weapon/outfit with he get to set him apart from Amanda?
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573226#Comment_3573226
Should definitely not watch Jigsaw... please never promote that film and forget it exists...
I was right in the middle of my new player DBD hype, full Pig fan boy grin on my face. Watched the first 6 Saw films, enjoyed them all, skipped Saw 3D cause that also doesn't exist, and decided to check this film out.
I have never been in the middle of a franchise high during a film as hard as I was watching Jigsaw... honestly you could have almost done anything and I'd have lapped it up... but man...
Every scene that went by kept knocking a chip off my enthusiasm, I was still fanboying hard, watching and enjoying but it kept taking knocks... stupid ######### that made no sense with the core concept of Saw blatantly absent. I kept shrugging it off and letting myself go with the film, but the repeated logical and narrative screw ups were eating at my forgiveness...
Then we got to the silo scene... and the rake... and to quote Popeye "that's all I can stands, and I can't stands no more...". My rose-tinted fanboy glasses didn't just crack, they snapped clean in two, and I went from happy wide-eyed fan, to full angry nerd rant mode in a single instant. I couldn't even finish the film I was that angry... my mate did watch it to completion to see if I was overreacting or missing something, and in so doing he became just as irate as me.
This anecdote is obviously not evidence the film is bad... but honestly outside of my personal opinion, there is so much objectively wrong/contradictory to the point of Saw in it, it's a miracle someone managed to screw it up so badly.... and I doubt anyone wants a 10 page essay explaining why...
But please... never recommend that film again... it brings nothing but pain to Saw fans... 😥
You mean Saw 3D didn't faze you at all? You had faith in the franchise before Jigsaw?
Jigsaw was actually a huge step up from Saw 3D, and basically anything with Hoffman in it.
Saw X is good.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573180#Comment_3573180
The screenshot I posted is dated September 25th. It's been "ASAP" since September 25th.
For one, we all know BHVR time is a few months behind. That's barely a month ago, that's nothing.
Even if ASAP meant "the next update", we haven't had the next update yet!
Secondly, this is just a tweet. It was announced on stream at the anniversary, and we were given an ETA of towards the end of the year then.
