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Shroompy

Shroompy

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Shroompy
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  • Would 100% be down for this, maybe have an option for random perks too!

  • @biggybiggybiggens said:

    It belongs in DBD a hell of a lot more than the abomination known as Skull Merchant. Ugly design, terrible play style as and against. Also the name and lore of the character comes off as someone trying WAY TOO HARD to sell this really stupid idea of a character.

    The concept of a killer wanting to embody a fictional one is pretty interesting. Its just the execution here just isn't that great..

  • @Blueberry said:

    There perk doesn't need nerfs at all while we have a gen kick limit.

    I can count on my third hand the amount of times Ive reached the kick limit because of Nowhere to Hide

    P.S. I dont have a third hand

  • @UknownShredder said:

    Thank god. Hate those 46 variants of ormond and coldwind

    I got bad news for you bout Coldwind

  • Thing is efficiency is a skill that only comes with time and experience. Just because youre a 4 man SWF, running meta, gen rushing, tunneling, etc doesnt mean you can fully take advantage of it.

  • @Liven said:

    I understand but the notebook has this resolution, what can I do...😓

    yours is 16:10 , hence the black bars

  • Aspect ratio is locked to 16:9 to prevent stretched res, not much you can really do unfortunately.

  • Im ngl, shes one of the most forgettable killers. I look at the character select screen and see her and I be like: "oh yeah, youre a thing" and then proceed to not play her.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902164#Comment_3902164

    You should be using chucky exclusively for his chase power, not his stealth, so that solves that. And it simply does not take long enough to catch up just because he's a 110 to make his chase bad, since his chase power is still so versatile and you can still close the gap with it or get hits around different tiles so easily, but I guess not easily enough to stop people who crutched on old chucky saying he got "gutted"

    The point I was trying to make is how it doesn't matter whether he gets a hit using his stealth or his dash, he still has a lengthy cooldown to follow up with another hit since you can easily hold W after that. Lets take a look at another killer who Id say is fairly similar, Demo.

    Demo is 115%, has no cooldown, has the same charge time (1 second) but can be used as early as .65 seconds (meaning he can just get that little burst of speed to get a hit at shorter loops), has a larger hitbox, and has a shorter recovery time on hit. Chucky how ever does have the benefits of using his power on more loops thanks to being able to curve and being in third person which is nothing to scoff at, but for a good chunk of loops where Chucky would get a hit, or where he'd be able to catch up to somebody before they get to a loop, Demo can as well.

    Now with all that being said, is Demo considered an A tier killer? No, and that's exactly why Chucky doesn't belong there either. Their powers are comparable yet they aren't flawless. It wouldn't hurt for Chucky to get some changes since he feels quite clunky at the moment. As for what those changes should be I'm not sure, as I personally haven't played him enough to give a concrete suggestion.

  • Definitely not with his recent nerfs.

    Not sure where Id place him after that since Ive only gone against him a few times and only played as him a few times, but my gut is saying mid to low B tier from my experience.

    Sure his chase is good and his stealth is ok, but since theyre tied to the same cooldown it definitely doesnt help. Getting hits also just takes a while since a good chunk of his first hits are either coming out of stealth or with his dash, and then he needs to follow them at 110 to dash again. So yes, he's more than likely to get another hit, but it takes quite a bit of time to do so. His other option is to drop chase afterwards but now he's a 110 with no power.

    In short, most of what he does is pretty lackluster since every single aspect of his kit is something other killers have but better.

  • @ReverseVelocity said:

    No. Because if you spam M2 as the dog he does a little dance and I need to be able to do that.

    17431284379982424780584215673498.gif
  • @lettuchia said:

    chucky is already too strong for how little skill he takes

    17431217080963067769676790689502.gif

    as much as I hate the little bastard, "Chucky" and "strong" dont really belong in the same sentence

  • no they dont.

  • First Mains: Trapper / Bill

    Current Mains: Trapper and Trickster / Meg

    Fav Map: Coal Tower

    Fav Perk: Mettle of Man / Blood Warden

    Fav Item: Flashlights

    Fav Chapter: Descend Beyond

    P100's: Trapper, Meg

    Hours: 6989 at the time of writing this

  • Depends on the situation and several other things, but if they start predropping straight from the get go, then drop chase or continue chasing and break accordingly. The pallet that is dropped and its strength is the biggest determining factor here. 2nd one probably being the killer youre playing since every single one has at least something, may not be much, but it can still be used.

    Now if all youre doing is mindlessly walking towards some one dropping pallet after pallet, youre just asking to lose. Break the few necessary ones, play for the mid to late game. The section of the map that the person is just predropping is being left a deadzone, take advantage of that.

    With all that being said there still isnt a single answer here, the above is purely just an example, the 3 main points are really the determining factors in whats the correct action

  • @xGodSendDeath said:

    They should give the killer player a surrender option. Stuck playing against bullies? Surrender and move on to the next game. 3 gens done at the first chase and everyone is pre dropping? Surrender!

    great way of learning how to deal with them honestly never heard of that one before

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441070/what-are-some-recent-good-bad-changes

    gen kick limit is awful i came back to the game and found out it was in there now i have to sweat even harder

    how do you manage to even reach the limit

    I usually have 1 or 2 regression perks on and even then I only reach it in like 1 out of 10 games and at that point it doesnt matter since I already won

  • Content creators are more inclined to post games where they win since thats gonna get more views.

    As for facing coordinated groups who loop flawlessly consistently, I have yet to see anyone who claims so and has proof to back it up

  • I have no idea but Im so glad some one else has said it because I thought I was crazy

  • @Dark_Vorahk1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900639#Comment_3900639

    Doctors madness used to decay to 0. Shock Therapy did not pacify survivor actions. Madness did not affect the ability to use perks or items. Snapping Out Of It was considered a healing action at one point. Madness would take longer to build for higher tiers. Madness would charge more quickly in closer proximity to the Doctor. Is Doctor thematically recognizable? I would lean on yes but his gameplay has changed so much over the years.

    Trickster has a complex design and tumultuous history in DbD. Many of his voice lines especially related to combos are no longer playing (at least audibly.) His various iterations constantly play with laceration decay, walk speed, knife rate, even laceration threshold and main event activation. On paper he seems to be the same killer. But in practice he has largely shifted from a methodical killer peppering down his targets over time to a spray and pray DPS maxxing spammy type. His visuals are largely preserved from the many small tweaks but when looked at as a sum of the changes the game flow has shifted greatly.

    Many of his sound designs are unclear whether they are truly bugged or simply just removed to accommodate his faster gameplay. https://youtube.com/playlist?list=PLPMngzN64MWQ60BFTVqraTf5zKWSe1FP1&si=WhAF7YPvpCu_9Eof

    Everything you mentioned about the Doctor changes here was changed WAY before his rework in 2020. Most of them were in 2017 with the Doctor Cube. Also his Madness could not decay to 0, only back to tier 1 when some one would snap out of it. That being said they could still decay if Doc was in Punishment mode, just not down a tier.

    Also the missing sounds for Trickster seem more like a bug than anything, and even then like half the sounds shown in this wasnt even launch Trickster, it was PTB.

  • Completely onboard with this, and for those saying she'd lose her ability as a trap based killer, no she wouldnt. You can still set up an area and now the scan lines are less visible, meaning theres a better chance a Survivor runs into your territory.

    Theres also a more interesting back and forth that happens where instead of Skully placing a drone and doing the cha cha slide until a Survivor gets a claw trap, theres a little mindgame being if shes gonna take control of the drone or not, and theres actually dodging the drone as well. Its a great opportunity to showcase skill expression from both sides.

    Now the only issue I have with this is her stealth, she should have a more on demand way of getting into it to really fit the "Apex Predator" sort of identity that was initially mentioned at launch. So what I propose is something Ive said before and Ill say it again, giving her a crouch that has a leap type attack would be a great way of doing this.

    Maybe when within a drones radius, she moves faster while crouching, or the leap insta downs, just something thats threatning enough to convey that this is her playground but theres still counterplay. Doing something like controlling a Drone to make a Survivor run into you and leap onto them unexpectedly is just one of the many things she would be able to do with this sort of change.

    These changes listed and the ones I proposed of course arent final, but they are definitely promising and a much healthier approach than simply tweaking numbers of current Skully, since theres absolutely no way to balance her while also making her fun to play as and against in her current state.

  • For stealth Ive always wanted her to have a sort of crouching ability that grants her Undetectable, and a leaping ability. Maybe while crouched she pulls out her radar to get that global detection, so she gets info and stealth at the cost of mobility

  • @Dark_Vorahk1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900459#Comment_3900459

    It's just an example of what the game is like from middle to bottom mmr. People are to this day confused why Dead Hard no longer gives distance. Change is often welcome and should be encouraged, but this change is all take for no give.

    Doctor lost his mobile information gathering ability and UI elements as well as stance switching identity. The Nightmare lost his information on survivors and the VFX of pulling into Dream World was lost. Trickster lost many voice lines and combo elements to his knife rate, even outside of main event. Did these killers gain net positive changes? That's subjective. But I believe it is a mistake to simply remove aspects of powers instead of building upon them. The current powers of these killers range from vaguely familiar to completely unrecognizable. Surely there could be a unified version of the old and new powers?

    Let's look at the original 3 killers, Trapper, Wraith, and Hillbilly. All 3 have received numerous yet recognizable changes. By and large they are considered successful as each change has tangibly improved each killer without sacrificing their identity. Trapper still has to search for traps, but now has more refined spawn logic, more traps, faster setting speed etc. Wraith over time has been able to cloak and move faster. Hillbilly has had several improvements to curve duration and speed. Yet the gameplay remains the same. Survivors still understand that traps will immobilize you. That a bell warns you of imminent danger. That a chainsaw dash has limited turn rate.

    Now let's look at the 3 most notably changed killers. Doctor is now able to damage immediately? Reverse skill checks? A loud buzzing made you scream despite avoiding terror radius until the last second? Nightmare is visible but only sometimes? There was no warning before you got hit now there's pool's of blood slowing you down? The generators are leaking but only sometimes? Healing smothers you in Ash? The Trickster is catching up to you faster than ever before? You thought a straight dash would make it to a pallet but even though chase just started so did Main Event?

    The changes are so severe that they could have been released as entirely seperate powers. I could go into depth about my wishes for the entire killer roster but that's not important right now. The reasoning is the same. Killers should be able to be buffed or nerfed but never at the cost of their identity and playstyle. This is especially true when it leads to the loss of animations and VFX that are iconic of that character.

    Out of the 3 killers you mentioned the only one I agree with is Freddy, since his gameplay changed completely. The other 2 however? nah.

    Doctors rework is probably the most successful and have not heard any complaints about his rework. His stance switching may be gone sure, but everything else about his kit remained true and faithful to his character and identity. His shock remained the exact same but with better numbers, madness stayed the same with the addition of more effects, and his add ons pretty much stayed the same as well. Even his gimmicky builds like Stealth Doc and Sniper Doc are still in the game. I think Doc is an amazing example on how to fix a flawed design

    Trickster I have no idea what youre on about here. His identity never changed, how ever the devs attempt at making him feel better to play as and against just didnt work out at all. Not sure what you mean by removed voice lines, his combo ones (well, the maniacal laughter) is still very much there.

  • I remember having a similar issue a while ago, and its because it was using integrated graphics instead of my GPU (plugged it into my mobo instead of the actual graphics card lol)

  • Idk why I started rollin with Meg back in 2017 as she wasnt even my first prestige, hell she wasnt even my 2nd.

    I got Bill to P1 in August of 2017 but then my account got reset thanks to a bug, and after that I started playing Nea. Got her to prestige 2, and then somewhere along the line I started playing Meg and she was my first ever P3 all the way back in December 2017

    Another fun fact: She was also my first P100, almost exactly 6 years later in December 2023 :)

  • @Bodark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899273#Comment_3899273

    You’re very antagonistic, and wrong. Groaning storehouse has a different window variation with 2 windows with NO breakable wall next to one. That is in fact insane. Why do you think MacMillian map offerings are used so often?

    Crotus Prenn main building has one window with a wall next to it and a Godlike window on the other side of the building that is also insane.

    Rancid Abatoir has a variant of a God window where you can’t get a hit and one where there is a breakable wall next to it. It doesn’t matter if the map is killer sided; fix the brain dead window tile and add more pallets. There is no reason a survivor needs zero skill besides holding W to waste 45 seconds of killer time.

    Don’t even get me started on Mothers Dwelling. THAT window is insane. A lot of the main buildings are problematic in this game. I know you don’t play killer a lot but you should try it, especially a 110% killer. Nothing quite as infuriating as survivors running around a rock 470 times to force you to M1 to boot.

    Groaning Storehouse's window spawns never change..? There's always one by the gen inside and then another by the shelves and lockers. There used to be different window spawns but theyve been removed years ago.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899204#Comment_3899204

    I've also had a good experience with this headset. Had one at work and one at home. Solid and reliable for the price. My only annoyance is the the mic arm will eventually reuse to stay up, which can be annoying if you're using a standalone mic.

    It's hard to go wrong with Sennheiser, but there is definitely a cost associated there. But if someone is really wanting to hear the crows fart from 30 meters, then the cost might be worth it.

    I've also used SteelSeries Arctis sets that were pretty good.

    But I also have a cheap wired Razer Kaira I bought for couch DBD-ing on my PS5, and I feel like they sound better than more expensive sets.

    Disclaimer: I only have one good ear and set the sound to mono output whenever I can so the surround features are lost on me

    I had the Steelseries Arctic Nova 7 and if you asked me 2 months ago Id recommend them, I had them basically since they came out and overall they sound really good and are very comfy. How ever Im hesitant on even trying them again since I ran into an issue relating to the drivers a few months ago (was only with it, I used another headset and I had no issues) and then all of a sudden, it didnt work anymore. Tried reinstalling the drivers, tried factory resetting it, tried installing and reinstalling the Steelseries software, nothing worked.

    Thing is Im not sure if it was the headsets fault or if it was just windows since once I got the Void Elite, they werent working either until I got a fresh install of windows. The 1 thing they had in common was they were both wireless, while the other pair I was using (another Corsair Void Elite but wired, and they worked just fine)

    Im hesitant on trying them again in case they were the cause of the issue. A damn shame because theyre a really nice pair of headphones.

  • Currently using Corsair Void Elite, theyre treating me quite well so far.

  • Windows like Torment Creek, Ironworks, or Wretched Shop (and more) are best left in the past. Sure we have a lot more killers that can deal with these windows nowadays than we did before, but there are still quite a few of them, new and old, that would struggle A LOT with these and they are the ones that would be impacted the most.

  • @Jexckmgn5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899150#Comment_3899150

    I wish we could have different options to reduce, turn off or increase voice lines. It's an easy fix but idk if bhvr is willing to do it.

    I mean honestly I only have an issue with it in the lobby, but it wont be nearly as bad once he reaches live since q times wont be 30 minutes

  • His gameplay, music, looks, everything about him is fantastic! Except him going UURRRREAAAAAGGHHHHH every 5 seconds

  • where is nerf

  • As fun as they could be, I cant see a single way they can come back without being exploitable.

  • I think there should be yes, how ever not in the same match. Solo Q is already a mess and making everyone agree on which objective to work on would be downright impossible

    So what I suggest, is have the objective have a chance to be different. Just to give an example there could be a blood delivery like Deathgarden, which replaces the generators.

  • I mean he's alright, but yknow what they say, a golden pile of crap, is still a pile of crap.

  • Im generally havin a good time, mostly play killer but I play SoloQ as well (bout a 70/30 nowadays)

    If ever I get a few bad games in a row (doesnt necessarily mean losses, rather me playing poorly, bad rng, people Im playin with just being unpleasant, etc) then I just log off and play something else.

    Things like this happen with every game, it aint exclusive to DbD and hell, aint even exclusive to gaming. Some times the things you like doing most just dont end up working out for you that day, and theres no point in trying to force it. Just settle down, find something else and come back to it later :)

  • Youre not supposed to, and even then Id give him at the very minimum of high B tier

  • 1

    if you dont, get off. Simple as that really

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895171#Comment_3895171

    ngl I’m too cooked rn to understand what u js said😭

    YOU TELLIN ME IM NOT THE ONLY ONE WHO FREQUENTS THE FORUMS WHILE COOKED??

    LMAOO

  • idk, probably 2025 minus the year they were born. could be wrong tho

  • It was probably for marketing purposes, I dont know a thing about Tokyo Ghoul but I can say that he is a face that I can recognize.

    Also as @Reinami mentioned, we have several killers who are sort of forced to do the Entitys bidding, and these killers are usually deformed or are in some sort of pain. From what I can tell he fits in this category of characters, and its cool that he's the first licensed character of that nature.

  • If you have anxiety playing a video game, its time to take a break. This is called having an addiction, and I know how it feels to be addicted to something and being completely burnt out of it. I have over 3000 hours in For Honor and only a few months ago did I finally drop the game because I realized that I simply wasnt having fun anymore, and because of that I wasnt even playing well.

    Just drop the game for now, uninstall it. Step back, play something else, and youll know when/if you feel ready to come back.

  • @Mr_K said:

    Imagine this perk during the DS juggling phase.

    17417227099504605317783656685039.gif
  • @Nun_So_Vile said:

    Roadhog rides again

    …Wait, wrong game

    Anyways, here is a creepy theme for The Pig

    https://youtu.be/S2Qo1kZfj2g

    Wrong kind of hook ;)

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894375#Comment_3894375

    Where did I nerf legions frenzy ?

    Maybe Billy and blight should be 36, which is why I wrote 36-38?

    I chose 26m for trapper, because twins and demo are stronger than him and huntress/hag are slower than him, so I took the middle ground between those two.

    As I wrote in the beginning I wanted to give more killers different terror radius sizes, which is why I splitted them up even more. The exact numbers don’t matter, they basically show a direction from which you could discuss further (if somebody would say let’s make this one higher or lower). Sure I had to come up with numbers, without them there wouldn’t be a discussion at all, but I didn’t just say put this one here or there. I thought about how they would fit well in their playstile, strength (also compared to other killers), power, movement speed and identity.

    Legion has a 40m TR in Frenzy, bringing it down to 32m means he cant track as well since he only sees people inside of TR.

    And as mentioned before, there is nothing wrong with the current TRs we have currently and there is no reason why we should add a bunch of new numbers just for the sake of new numbers.

  • Even if this is something that's just done thematically and has no change on balance, this would be great. As long as they would disappear from the hook after a minute to avoid hook deadzones.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894131#Comment_3894131

    I disagree they would help some killers a lot. I explained my reasons more detailed in my comment above if you want to reply. Sure we could argue about whether or not there should be 2 meters differences, but there definitely should be 4 meter differences. Small numbers can often lead to different outcomes in dbd, so I wouldn’t underestimate what two meters less warning can do.

    Some of these reasonings are.. questionable. No one thinks of Weskers TR as pseudo stealth, and 2m wont make a difference on Blight and Billy when they have even better mobility than him. Nurse you even admit is random. Trapper is just… why? why 26 out of all numbers? But out of everything the one that confuses me the most, is why nerf Legions Frenzy???

    Even if they do make an ever so slight difference, it doesn't change the fact that these are number changes seemingly for the sake of changing them with very little justification.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893989#Comment_3893989

    Maybe, but I would like if we would get a bigger range than those 3.

    Theres already enough numbers to remember in this game, and the amount of them only grows as time goes on. We don't need to start messin around with these when these small terror radius adjustments would barely do anything to begin with.

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