Shroompy
Shroompy
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- Shroompy
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I agree, Freddy's old iteration would actually fare much better in todays meta when you consider the built in slowdown and information, which weren't as valued back in the day.
Of course it can't be a 1 to 1 port as he still had his issues, but at least he'd be unique
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Swamp is more than likely going to be the biggest rework from all the realm beyonds since both maps have unnecessary elevations. They've said in the past they don't want those anymore since it screws up a few killers for no reason.
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@Gabe_Soma said:
Low tier killers (Freddy, Trapper, Myers but also Doctor, Deathslinger, Clown, Wraith) don't get hurt by this since they all are M1 killers.
First of all, Slinger low tier???
Second of all, he gets hurt quite a bit from this change since breaking the chain purposefully on the obsession to save stacks was something used A LOT when using the perk
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622459#Comment_3622459
And if people can't handle others not using it? We predict scenarios happening like lobby dodging to find that "perfect" squad or tossing the game on purpose for the "reasoning" of not listening to them despite the fact they know no ones listening (been tunneled and camped a few times for the user name "Rulebreaker" before so this isnt as outlandish as we'd like). We're unsure of how well blocking works in dbd, but pretty sure there'd be a massive increase of blocks and reports should voice chat be added.
What it boils down to for us is theres more negatives than positives and that the devs would have to put in major work for something that would ultimately hurt more than help.
You're acting as if toxicity in VC happens every game, it really doesn't. Hell even across all 4 games the amount of "chill" people HEAVILY outweigh the amount of toxic ones. And no, I don't count those who simply go "gg ez" in the chat after a games done.
Some one throwing just because their team isnt communicating with them is something I've never seen in my 5 years of playing For Honor, or the entirety of my time playing Overwatch, which is since OW2 came out. Apex Legends is quite literally the occasional "Wraith cracked" , "Mirage 1HP" , "Gonna pop my ult".
The positives outweigh the negatives. The biggest one being better communication with Crossplay SWF's. And once again, if some people don't like VC, they can turn it off and their experience remains the exact same as before.
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Compared to my other games, DbD is nothing
If yall are wondering: For Honor, Apex Legends, Overwatch
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622033#Comment_3622033
There's also the problem of people's reactions to being ignored. Unlike turning off endgame chat, which is endgame, this would (assumingly) be during trials.
So then show who's in VC or not, pretty sure this is something Overwatch has, and For Honor has it as well. You can also block individual people if theyre being toxic
@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622033#Comment_3622033
Because people shouldn't have to be subject to racial slurs while playing games. Almost nobody uses it for its intended purpose so why have it if most people would either disable it or only use it to harass other players?
It'd be dumb to spend time and resources on something that doesn't work and is a net negative for the game. Discord is easily available and is a better option. If you want voice chat form up your own group and use Discord. Plain, simple and it doesn't take development resources away from things that can work for something that doesn't work.
99% of times some one uses VC its not to be toxic. Apex, For Honor and Overwatch are all games Ive played and most people are pretty chill. If some one starts talkin ######### I either block em or if Im feeling spicy that day well...
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622033#Comment_3622033
There is an issue this feature would basically make it impossible to get any QoL for soloQ, because they have option to talk with others.
Doesn't matter most people are not going to use it. Doesn't matter it would be used mainly to insult other players. They would have option to talk...
I don't really think that is a good thing.
Most SWF couldn't care less about it. When I play with friends, I want to talk with them... I can see some hardcore SWF using it for challenge, but that's about it.
Dont see how this would stop Solo Q improvements as they themselves have dont think communication is the main issue, but rather not knowing the intentions of others. Theres nothing stopping them from also adding new elements to the UI (which we already know are in the works and have been tested)
@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622033#Comment_3622033
But that will most likely affect data in regards of solo Q. “How does solo Q still struggle even with Voice chat feature?” Well because nobody wants to use it because all the get is kids yelling, others saying offensive terms and every single game it’s being put to use the moderation team verifies at least one report regarding the usage of slurs, etc etc etc. Voice chat will never solve any issue with the game, not only for this I pointed out, but also for language barriers for example. There is a lot of people who won’t feel comfortable talking in English or can’t even speak it, will not understand terms used in other language other than their own, and so on. A proper ping/quote system with pre fixed commands such as “I’ll unhook!”, “I’m fine on my own!” to know somebody has a perk such as DS or Power Struggle+FlipFlop, “help me!” To know somebody wants to be helped with a hit take, etc. would be the closest solution to what gives a barrier between solo Q and premade team. Then base aura perks could be discussed, too.
A chat wheel is some thing thatd be great for the game and honestly Id prefer this over VC, Ive seen more toxicity with chat wheels than VC.
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Like I understand not wanting voice chat in a game because you want to avoid toxicity, but to this day I have not seen a game where disabling VC wasn't an option.
Its just as dumb as people who complain about the endgame chat. Don't like it? just turn it off. Plain and simple.
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Mettle of Man
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https://youtu.be/H5v3kku4y6Q?si=goyy-FrEYproprbX
Wraith
I remember hearing this song for the first time and hearing "Azarovs" lol
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Rocket Launcher just isn't something that fit in DbD when the chapter initially dropped, how ever with Xeno's turrets I believe thats now an open door.
As for the other 2... ¯\_(ツ)_/¯
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Never heard of Dark Deception, but Im not against a FNAF chapter which lets be real, is gonna happen at some point.
Its a genre of horror that hasnt been explored yet, its a big franchise, and its high demand. The only reason why I think they havent done it yet is probably because they dont know how to properly adapt it into the game.
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@Seraphor said:
I've been seeing a lot of subtle cheaters lately, and that means there's probably more I'm not noticing.
For example I was playing a game as the Plague, chasing one infected/broken survivor as the last gen was completed. Decently long chase (which is now suspicious for a minor speed boost), so it was about 30 more seconds before I scored a hit, but the survivor had endurance.
There's nothing that could have given that survivor endurance. They didn't heal anyone with Buckle Up, they didn't have Dead Hard, they weren't recently unhooked. What they did have was a Styptic, but they were Broken... so they couldn't use the medkit.
2 options.
Off the Record would be the more likely option since its a more popular perk
It could also be my personal favorite.. Mettle of Man :)
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@Emoba said:
Removing the gen repair buff single-handedly killed the perk.
It was still garbage as it was only 6% and it lasted 35 seconds
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This is a bug currently and from my experience theres no known cause
So far every time Ive seen it happen the killer had some way to go Undetectable, whether it be their power, perk, or an add on.
Most times this isnt an issue al though it does matter if you have a perk tied to chase, and the most extreme case Ive been on the receiving end of is Pig with a trap on.
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Pretty sure it was Cheryl with Alessa and Pyramid Head's "The Corrupted".
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First off, Doom Engravings should be basekit, makes him much better in chase
Hoping they add something that gets rid of the collision when initially starting a sprint to make curving a bit easier on more various loops would be neat
Another one would be to be able to continue a sprint after hitting a Survivor
Still being able to use your chainsaw while overheated, but it only damages for 1 health state
After getting a down with the chainsaw, reveal everyone with killer instinct
My dream tho is that this isn't just an add on pass, but a full on rework. In fact those add ons are mostly from this post:
@Shroompy said:
INTRODUCTION
Hello friends, this is Shroompy (at least according to my username) and today I'm going to ruin yet another killer perfectly in my own image
Now Hillbilly is a tricky one as he's probably a community favorite in terms of playing as and against. I'm normally pretty nuclear when it comes to making changes (in a good way of course!) but Hillbilly is more going to be a few number changes. Now of course its not in Shroom Boom Boom fashion to touch up a killer without changing at least SOMETHING. So, I'm gonna be looking at all his add ons and giving him an add on pass!
Enough with the chit chat lets get that rework goin'
CHAINSAW CHANGES
- Increased Chainsaw sprint speed from 9.2m/s to 10m/s.
- Increased Chainsaw charge time from 2.5 seconds to 2.8 seconds.
- Decreased Chainsaw successful hit cool-down from 3 seconds to 2.5 seconds.
- Decreased Chainsaw missed cool-down from 3 seconds to 2.5 seconds.
- When initiating a Chainsaw sprint, for the first .75 seconds you cannot bump into objects.
- Changed "roar". Only triggers after getting a Successful Chainsaw Hit.
Overheat Changes
Overheating the Chainsaw no longer disables it.
While Overheated:
- Using your Chainsaw will pause heat dissipation.
- Successfully hitting Survivors with the Chainsaw will only damage them for 1 Health State.
- After finishing a Chainsaw Sprint by any means, you suffer a 3.5 seconds cool-down.
These changes aim to make the Hillbilly feel better to play and make one of the more fun aspects of his kit being curving more accessible
Add-on Pass
The Hillbilly has some pretty lack luster add ons, so lets change that!
Some add ons I think are fine and will remain exactly the same, how ever the majority of them I feel are very situational and even then aren't really helpful.
The new/changed add ons will have an asterisk ( * ), those without an asterisk will be add ons that are exactly the same
Common
* Old Chain Brake (Replaces Steel Toe Boots)
A safety mechanism for the Chainsaw. While its seen better days, its still better than most stock ones.
- Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 17%.
Junkyard Air Filter
A cracked and dusty filter which still manages to work better than the stock model.
- Increases Overheat limit of the Chainsaw by 20 charges.
* Heavy Clutch
A well-made clutch that keeps the chain moving smoothly.
- Increases the time you cannot collide with objects when starting a Chainsaw Sprint by 67%.
* Speed Limiter
A mechanical device that limits the amount of fuel small engines can intake at one time, forcing a constant safe speed.
- Grants 100% Bonus Bloodpoints post trial.
- Reduces Chainsaw Sprint movement speed by 17%.
Uncommon
* Spiked Boots (Replaces Dad's Boots)
Boots with strapped-on pieces of metal which burrow into mud for more stability and control with each step.
- Increases Turn Speed during the Chainsaw Sprint by 28%.
Punctured Muffler
A roughly modified muffler that allows for extra air flow.
- Increases Chainsaw cooling speed by 50%.
* Off-brand Motor Oil
Affordable oil, used to reduce friction as well as increasing the longevity of the chainsaw.
- Increases Chainsaw missed cool-down recovery speed by 12%.
* TV Antenna (Replaces Death Engravings)
An old TV Antenna, it reminds Max Jr of the little peace he had. Greatly motivates the user
- Increases Chainsaw Successful Hit recovery speed by 12%.
* Low Kickback Chains (Decreased Rarity from Rare to Uncommon)
A specialized chain that reduces the likelihood of kickback.
- Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 33%.
Rare
* Ma's Tooth (Replaces Mother's Helpers)
A cracked and bloody tooth dropped by Evelyn Thompson during her murder. Fills the user with rage and sorrow
- Decreases Chainsaw Charge Time by 12.5%.
- Does not stack.
* Thompson's Mix (Replaces Leafy Mash)
A special oily substance used in the lubrication of all machinery, concocted by the Thompson's themselves.
- Increases Chainsaw Missed Hit recovery speed by 20%.
* Glass Shard (Replaces Black Grease)
A piece of glass taken from Max Jr's only friend
- Increases Chainsaw Successful Hit recovery speed by 20%.
* Doom Engravings
Engravings found on the Chainsaw body representing the dark beast that lives in the Fog. Fills the user with determination.
- Increases movement speed during a Chainsaw Sprint by 15%.
* Tuned Carburetor
Despite being caked in dirt and oil, this carburetor has been well adjusted.
- Reduces Charge Time of the Chainsaw by 25%.
- Does not stack.
Very Rare
* Thompson's Moonshine
A strong beverage made from corn and a recipe passed down in the Thompson's family.
- Increases Turn Speed during the Chainsaw Sprint by 44%.
- Increases Cool-down time after hitting an obstacle during a Chainsaw Sprint by 28%
* Pa's Hand
The severed hand of Max Thompson Sr, used to endlessly beat and shove Junior around when he wasn't listening . Gives the user a sense of direction.
- After getting a Successful Chainsaw Hit, any Survivor within your Terror Radius is revealed by Killer Instinct for 3 seconds.
- Does not work if Overheated.
"Come on! Show 'em Boy!" -Max Thompson Sr.
* Pighouse Gloves
Rancid smelling gloves, soiled with unknown substances. Despite everything wrong with them, they do have thick fabric.
- Grants the ability to trigger the Dying State on Successful Chainsaw Hits while Overheated.
- Increases Chainsaw Charge Time by 25% while Overheated.
"Ain't no mess can stain a hard-workin' man's soul." -Max Thompson Sr.
Apex Muffler
A masterfully crafted chainsaw muffler that outperforms all others.
- Silences the Chainsaw for all Survivors outside The Hillbilly's Terror Radius.
Ultra Rare
LoPro Chains
Light chains that decrease the weight of the Chainsaw, allowing for greater maneuverability.
- Continue the Chainsaw Sprint after breaking a Pallet or Breakable Wall with the Chainsaw.
- Survivors hit with the Chainsaw within 5 seconds of breaking a Pallet or a Breakable Wall are only damaged for 1 Health State.
* Iridescent Brick
Once representative of Max Jr's confinement, this was the first brick to fall when his room's barricade came crashing down.
- While recovering from a Successful Chainsaw Hit, press the Active Ability button to immediately start another Chainsaw Sprint.
- Survivors hit within 5 seconds of The Hillbilly getting a Successful Chainsaw Hit will only be damaged for 1 Health State.
FINAL NOTES
Well, thats all folks! I really hope you enjoyed reading through this as much I enjoyed writing it! The Hillbilly is a killer that has been wronged in the past and while Overheat is something we wish we could live without, I think its time we embrace it. This was my shot at keeping it while still keeping him enjoyable.
Feedback would be greatly appreciated <3
None of this will happen, the addons wont happen either, but its fun to be creative
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616973#Comment_3616973
I don't see why it is a problem to save it until the end game. Like, it is a valid strategy to save a powerful tool until the very last second because it is still part of the game.
And I'm honestly seeing A LOT of camping and tunneling recently, far more than I saw in the past. Obviously, it is entirely possible that our experiences are just completely different, but on the Forums there are many complaints that reinforce this fact.
I think it would help a lot. The current DBD needs it.
Because there's a difference between a strong tool and something that's absolutely broken. You only need to have 1 person use the perk and its basically a free escape for everyone involved since now you have 2 Survivors who have Endurance, as well as a speed boost now. So now you can't hit the savior, you can't hit the person unhooked, the 2 can body block the other 2 Survivors if they're in danger, all because of 1 single perk. This isn't a niche or situational scenario either, as body blocking in endgame is VERY common.
Camping and tunneling was also a lot more common back in the day as there was literally nothing stopping a killer from doing so, and true face camping was a thing. Despite this, BT was still broken.
Once again as some one who has experienced BT back then, it has no place in the game and deserves to be a distant memory
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616948#Comment_3616948
Then we use the bleed out timer.
With this effect, if possible:
https://us.v-cdn.net/6030815/uploads/1Z6LATC58OTS/image.png
I am of the opinion the past was better here, but these things can be adjusted.
I don't think it would be busted with the current state of the game, actually I think it would help a lot. We are seeing a massive amount of camping and tunneling recently, and this perk would help fight it.
And it is a one-time use. Use it in a bad manner and you wasted a powerful tool. Use it wisely and you have the opportunity to make a great play.
I think it would help.
I am well aware that you think the past is better and I can assure you as some one whos been on the receiving end several times of old BT, its not a good idea.
Its quite literally Buckle Up + FTP but attached to an unhook. How it would be used (and how it was used) is people would wait until endgame to activate the perk, which made it a guaranteed escape since the Endurance timer was 20-30 seconds and the bleed out timer was 45 seconds. This was also during an era where camping was even more prevalent than it is now for a plethora of reasons, as well as true face camping being a thing.
This version of BT was removed for a good reason and does not belong in modern day DbD
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A buff isnt what he needs, its a rework.
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@GeneralV said:
I still think they should revert Borrowed Time back to when it protected both survivors, but could only be used once per trial. It helps deal with camping far more than this mechanic.
Thats exactly how it was when it protected both Survivors and it was still busted
It would even be stronger nowadays since it has Deep Wounds attached to it and not its own bleed out timer
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616078#Comment_3616078
Yes, but like... there is a huge difference between Skull Merchant and Thrill of the Hunt.
One was straight up broken, at least based on the information I've received. Thrill was completely fine, it didn't need a nerf.
Skull Merchant is a more extreme example I'll admit, but that doesn't mean Thrill didnt have its issues
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616014#Comment_3616014
I am, and i'm saying none of that matters because when every survivor plays this way you will never end up in a "situation" that makes this play bad and will basically guarantee at least a 3 man escape.
It definitely guarantee's a 3 man escape if you're doing a whole ass math equation in the middle of a match.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616061#Comment_3616061
I know about the 2017 billy, he didn't fully keep charge while stunned his charge simply decreased over time instead of being reset by a stun which is why enduring was used with it not as much for the aspect of stun reduction but the fact more charge is conserved from the shorter down time. But even if his m1s were easier with the right addons you could very easily out preform m1 especially for the time with "crack billy" and old tinkerer. With the stuff you could stack on him there wasn't really a point in needing that devour anyway since his chainsaw was more consistent.
Im not saying it was his best option, but just because it wasn't doesn't mean it wasn't problematic
Skull Merchant is a more recent and widespread example. She was by no means a good killer, but she was without a doubt problematic
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Im talkin 2017 here where getting a chainsaw down without insta saw wasnt the easiest task. Back then (and up to his rework) Billy used to keep his chainsaw charge when he was stunned, meaning with Enduring he could just eat pallets no problem. Because of this Survivors gained a lot less distance, which made getting M1's a lot easier.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616016#Comment_3616016
Slugging doesn't give devour hope stacks, which was the perk mentioned that TOTH protected.
Getting 3 stacks of Devour back then wasn't necessarily a hard task, especially with Billy.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615623#Comment_3615623
What killer is it LESS effective on that was problematic then?
Only one I can really think of is old School Billy with Rusted Chain and Begrimed Chain, (the healing debuff stacked) and simply slugging. What made it even more effective was the fact that survivors could only recover to 85% on their own instead of todays 95%
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615436#Comment_3615436
If the person is going against a nurse, i don't count nurse in any calculations. She isn't even playing dead by daylight and you should never look at nurse for balance decisions that affect anything other than reworking her entirely.
If the person is going against an anti-loop killer. You predrop the pallet (which this person is complaining that their team is doing) and you shift+w to a corner of the map, this is true if it is (Pinhead, Huntress, PH, Deathslinger, Trickster, demo, nemesis) etc.
If the person is NOT going against an anti-loop killer, that killer must now break the pallet, buying you that 15 seconds. Barring you get unlucky and run into like a trapper trap or something. But i wouldn't count trapper in these calculations either as he is effectively entirely RNG based.
Ok, but you're completely disregarding perks, items, add ons, map, hell even the current situation will have an impact on decision making on both sides. No killer or survivor, regardless of any of the above is going to travel in a perfect straight line. Not to mention your calculations are already nullified the moment a Survivor reaches something even remotely close to a loop since they can hug it tighter than killers.
Math will never show the full picture of what actually goes on in a game, and if you're so adamant about it I'd love for you to give me an example
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615183#Comment_3615183
I think a better question is: why would you use it?
Ever since patch 1.5.2 Thrill was made to protect your hex totems, and now it doesn't even do that.
They should never have nerfed it.
The reason why they nerfed it is because it was an unhealthy perk.
Using it in combination with something like Devour with certain killers and add ons made it practically uncounterable, and was just miserable to go against. Only reason why it wasnt complained about in mass is because not many people used it.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615566#Comment_3615566
It’s just a joke post… you guys need to stop taking it so serious. 😂
Oh my bad lmao
To be honest when it comes to this subject, its quite difficult to distinguish whether its a joke or not. Some people want them pips as if a gun is pointing at them
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Ive never understood stressing out and going out of your way to get to Iri. There's no difference whether you get it 5 days after rank reset or 30 days.
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@Reinami said:
If they are going from "pallet to pallet" then how are all the gens not done? A single pallet break buys 15 seconds of time for the survivor. So if they go from "pallet to pallet" and drop 3 pallets that get broken, thats 45 seconds before they are even hit. How are you not finishing 3 gens by the time they are downed?
You cant just say a single pallet buys 15 seconds of time. It could be much higher than that or much lower depeding on so many variables.
Using math never represents what actually goes on in a game. Never.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614965#Comment_3614965
Destroying the remnant doesn’t reduce Nightfall time (and never did). It was originally in his power description but it was never actually a thing. The devs removed that line from the power description at some point so it’s not there anymore.
huh wasnt aware of that. thanks!
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Its all based on MMR. The other person could of been in a MMR range that needed more killers while yours needed more Survivors.
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@jajay119 said:
People saying dredge needs buffs need to play against him. He is one of the most obnoxious killers in the game.
He can teleport to any locker with seemingly no cool down
He can break locks off lockers negsting any survivor counter play
He can use the remnant to negate pallets and loops.
Nightfall is one of the most infuriating mechanics in the game because unless you have WoO equipped you spend most of your time running into stuff - especially in chase.
He can see your aura during nightfall when you're already massively handicapped.
He negates all locker based perks and if he's got BBQ equipped you know he's teleporting straight to you and you can't even negate it unless you have Distortion.
Honestly he's one of the killes in the game I would say has too much going for him.
Dredge has possibly some of the longest down time of any killer. Outside of Nightfall he has one of the slowest mobility tools in the game, and he has a pretty hefty cooldown of 12 seconds. He cant really use it in a chase since if hes right behind you and you see him disappear while looking at you, theres a pretty good chance hes trying to cut you off
Breaking locks is something he can do yes how ever you can use the single lock trick to slow him down quite a bit making him either have to teleport to that same location twice or he has to walk over and break it. If youre not aware of the trick its when 2 lockers are side by side, you only need to lock one of them as the teleport prioritizes locked ones.
The Remnant is an ok anti loop ability. It slows him down heavily and a good chunk of the time you can just run away from the loop.
Nightfall is meant to disorient Survivors, if you want to shorten its duration you can run into the Remnant.
The Dredge cant see your aura during Nightfall, he only gets killer instinct for a short time if youre within 16 meters of the locker he teleported to.
Dredge negates locker based perks just as much as Huntress or Trickster. Either way its risky.
This is all without mentioning that hes probably the most map dependant killer in the game. Playing on Haddonfield and playing on Midwich might as well be 2 completely different killers.
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The game is definitely still horror themed and has its horror elements, it being under the survival horror makes sense. Everyone who've I introduced to the game who jumped straight to Survivor treated it as a normal horror game which is to be expected, and over time it started to fade away.
What the game lost, is its unique art style and atmosphere. When the game first came out they had this sort of water blotch art style which can still be seen on the Swamp maps. This made it stand out and the moment you saw a picture of the game you could almost immediately distinguish it from others. The lighting was also very unique compared to other games as it was just bland desaturated colors which for a beginner felt very eerie and uncomfortable.
Considering the size of the game was much smaller when it first released, anything that made it stand out was definitely needed to attract players. As the game grew and gained its reputation how ever, they needed to appease to a much wider audience as well as modernize the game, which is where the new graphics come in.
I know a few veteran players liked the old graphics better and that's fine, but to say its lost is horror touch is just false. The maps we have nowadays covers A LOT of different horror genres compared to what we used to have. People like to bring up Coldwind just because its "in the day time", but there's plenty of horror media that takes place during the day. Texas Chainsaw Massacre being one of the most iconic horror movies out there and I don't think anyone says it isn't a horror movie because of it.
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I don't understand the point of this list because every killer will end up having to chase at some point.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613773#Comment_3613773
Yeah, but like... just give it to everyone who has the first prestige achievement before November of 2016, which I believe was the deadline for Legacy.
At least everyone who lost them will get them back.
But you cant really go off of that either since it doesn't tell you exactly what characters you got those prestiges on. Seeing the P3 achievement can mean having 1 character, or all 9.
What I dont understand is how they don't just release Legacy to everyone. Howling Grounds and Summer BBQ wasnt nearly as bad of a grind as Legacy was, but they still released them to everyone because people were randomly losing them.
You can also keep Legacy special by attaching it to Prestige. Prestige 50 you get the weapon/torso, Prestige 75 the torso/pants, Prestige 100 the head. That way theyre not just giving it away, and those who've lost their Legacy have a chance at getting it again with no time limit
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9/10 it would probably be Survivors as its already difficult enough to keep up with a coordinated team. Human error is a determining factor, take that away and you got yourself a whole different game.
Reason why Im saying 9/10 is because of what others have mentioned, the variables. Killers, maps, perks, etc
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Because people would blame SWF for their lost even more than they do now
Its crazy how many times the killer goes on a rant in endgame chat about how SWF is overpowered when were all just Solo's or maybe 1 Duo (you can check peoples friends list on Steam)
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There are some things that dont make sense lore wise just for the sake of gameplay and AFC is one of them. Its kind of a boring answer but really I dont think theres any other reason
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Its passive effect is insta downing a Survivor
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Similarly to scratch marks, the red stain is a very important part of the game and there's a reason that everything that does so has some sort of timer or requirement to it. What I think Beast of Prey needs is a short linger effect to actually catch Survivors off guard
Also please devs its been years now, revert the change to her lullaby where she sings during chase please and thank you <3
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613076#Comment_3613076
You can‘t wiggle off when he looks at the hook and moves magically closer to it before the animation for hooking someone even starts
Yeah I meant to say that but completely screwed up lmao
fixed it
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As many have mentioned before, it increases the sway it gives more bloodpoints. As for having the bar 99'd, its because of buffering. When the killer buffers the input and it locks in, even if the wiggle bar reaches 100% you still wont wiggle out
There are plenty of interactions like this, one of the most prominent is probably Doctors shock and vaulting/throwing a pallet. If a Survivor pressed the button before the shock was sent out, the vault will take priority.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612276#Comment_3612276
Wouldn't some of these be nerfs?
WGLF, Remember Me, and Borrowed Time were all buffed iirc. I'm a little less confident on Remember Me, I know it was buffed semi recently but I don't remember if it had a prior version to that which was stronger in some way. WGLF had its BP removed but gained an additional effect, so reverting that is nerfing it, and BT is only not used because it became basekit- the actual effect of the perk was buffed comparative to the way it was before.
WGLF is without a doubt just a buffed version of its self if you don't count the BP gain it used to have.
Remember Me's original version before EGC was having 6 stacks at max with each stack adding an extra 5 seconds. In terms of time it is weaker when compared to its original version, but it does now work with special attacks where as before it did not
BT in its current form is probably the 2nd strongest iteration of it, the difference is its no where near as necessary
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@Devil_hit11 said:
i don't think they have time to rework nemesis. maybe 2 years from now. there is just too many other killers that need changes before him.
Im well aware of that, these kinds of posts I just do on my freetime. Started writing it like a week ago and kept tweaking it until I was satisfied
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@Smoe said:
For as accurate as it may be to his character, i think turning Nemesis into another run fast killer would be kinda boring.
Also what would Nemesis even need a tentacle ability for if he can just use relentless pursuit to get a guaranteed hit on Survivors with seemingly no drawback anyway?
Relentless Pursuit is basically a mobility tool with an attack there for quality of life. The activation time and attack window (basically the attack only hits at the end at the end of the animation instead for the entirety of it) make it inconvenient to use it in the middle of a loop, and not with depleting the gauge for most of the time (of course this is all theoretically as I can't test it)
The tentacle is meant to be the main form of anti loop, but I made it specifically so it doesn't work on short loops since you cant pull a Survivor over walls obstacles (that includes windows and pallets). Its meant to be a displacement tool that forces Survivors off a pallet or window at a jungle gym or strong loop, but it still has a mind game aspect to it because of the charge time.
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Brother a 24 hour play sesh?
Forums bravest and courageous soldier right here
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@OnryosTapeRentals said:
Is this another instance of BHVR giving everyone different questions because I didn't get any questions on cross-progression.
Probably has something to do with the question of "What platforms do you play?" and "What platforms do you own?"
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I really believe that if they were to go the For Honor route things would go MUCH better.
This was a game that had SEVERAL and I mean SEVERAL issues when it came to core gameplay, to balancing, simple quality of life, etc. Starting in 2020 they cut back on A LOT of content. At first people were upset since not only did we have to wait roughly 3-4 months extra for the new season, but when we finally got the new hero she was busted as hell and made entirely of reused assets.
As time went on how ever we got more and more balance changes, several character reworks, and several quality of life changes that made the game MUCH more balanced and much more enjoyable.
These changes were gradual and took time, but nowadays the game is the healthiest its ever been and theyre slowly reintroducing the content they previously cut back on.