Shroompy
Shroompy
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@Its2Insane said:
The Overheat probably doesn‘t affect you maybe but Billy Mains who use 2x Engraving is so punishing when the overheat kills a Curve or a Sprint Overall
Not if you curve properly
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Some one hasn't actually played the PTB <3
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No
However they did say theyll be adding updog
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@Marik1987 said:
I want another INDOOR-Map. We got 3 maps in a row outdoor (Eyrie, Garden and Bongo).
No.
Sincerely, a Billy player
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cool story bro
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308472#Comment_3308472
"idk about that one chief, old Ormond didn't have that mid dead zone"
Unless I'm remembering weirdly from before they nerfed the map and got rid of those random holes in the ground, I've definitely had games where some properly obnoxiously pallets decided to also spawn in the centre, right next to a back to back long wall spawn (and of course both windows faced each other).
Tbh it's thaf one singular memory that makes me say that.
Found the video: https://youtu.be/W5jGqijP5XI
I'm not saying that Ormond can't have some ridiculous spawns btw, I'm just we're comparing it to this
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308080#Comment_3308080
Tbh depending on RNG it can sometimes feel worse than Old Ormond.
idk about that one chief, old Ormond didn't have that mid dead zone (unless we're counting the 1 or 2 useless pallets that spawn) with all the picnic tables. Main building was also stronger because it had better windows and pallets.
The amount of pallets that would spawn too was absolutely ridiculous, even when they updated the map (before realm beyond) which reduced its size it still had an insane number of pallets. There's a clip from ZubatLEL that I can't find atm, but it showcases just how many pallets would spawn in addition to windows since everything would connect very well to the main building or at the very least shack
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Eyrie is bad, but not Old Ormond bad
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That first sentence is not just Survivors. This is something that extends to quite literally every single game out there.
Its much easier for some one to blame a game than it is to admit their own faults. Looking back and thinking, or even actively criticizing yourself in the middle of a game you aim to improve in is probably one of the best ways to get better.
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cool story bro
(sorry im late)
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@Shnicel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304678#Comment_3304678
Not sure what you call a "feature" and what you mean with your argument in general
SWF is a feature built into the game, knowingly using a VPN to screw with your connection to gain an advantage is cheating.
Its not really an argument, just pointing out what you're basically using as a "Take That!" really doesn't make sense
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@RaSavage42 said:
That's good at least you did something to have an opinion about... seriously
Also I've been wanting to try something similar
If youre lookin to try to get a group. I wouldnt be opposed to be apart of it as long as its NA. Playing with 150+ ping is just not a good time
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Old DbD worked because of the inexperience of its players
With everything the average player knows now, anything older than 2.0.0, or hell even 1.9.X, it just wouldn't work.
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No.
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@RaSavage42 said:
So to the people who say "stop chasing the one Survivor"
Aren't aware of the fact that once the Killer drops chase 2 things will happen
1) The Survivor who just won the chase... will find a Gen and start working on it
2) The Killer has to spend time to find the other Survivor... which might lead to the Gen getting done either way
Thats why you make sure you know where another Survivor is when you drop chase..
also them starting a brand new gen at 0% is better than a Survivor continuing a gen thats at 50%
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@CosmicParagon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305967#Comment_3305967
Unfortunately he's dogshit at that too. 12 seconds of patrolling like 20m of distance and chasing for another 12 at barely Agitation speed? You can literally get better area control by standing in a 3 gen with Wraith's generator addon.
12 seconds for Carnifex and Assassin, 24 seconds for Jailer
Also Agitation makes you move at 4.4m/s, and only Assassin moves that fast. He's the only one you actually want to chase with considering his faster movement speed makes it easier to zone. A good chunk of the time if your placement is good you're getting a hit with Assassin.
Carnifex you either use instantly to break a pallet or wall, or plop him down at a spot you know there are at least 2 Survivors. He chases one , you chase the other. You do this with Carnifex and not Assassin because the goal here is to waste time, and he chases a Survivor for twice as long.
Jailer is the only one you want to draw a path that you intend for him to patrol. His faster movement speed, further spotting range, and increased patrol time all make him very useful at covering multiple gens at a time.
This is a really oversimplified way to put it, and I've typed out so many paragraphs explaining how to properly utilize his guards that I'm not going to type it out again, unless you want to read something the length of Sun Tzu's The Art of War
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You don't
Knight is an area control killer, not a chaser.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304746#Comment_3304746
Yes, but while they just thought that in the past, now they mist certainly really need it.
Not really, its just the rest of the perks don't have as much of an impact nowadays.
Back in the day when maps in general were much larger, had more pallets, and healing was faster. Killers opted for perks to deal with those better. Perks like Nurses Calling, Brutal Strength, Whispers, Enduring, NOED, and more were used over gen regression simply because they didn't have many options for gen regression. Over the years they've nerfed healing, looping and made maps brighter with less tall grass making it harder to hide. Perks that covered these just didn't become as useful as new options for gen regression came out.
From what it looks like, the devs see this as well and I think they might be trying to push the game into a more info perk based meta by making gen regression not needed as much (increased gen times). All of the current perks in the gen kick meta also give some form of information. The most recent killers as well have all brought pretty strong perks to locate Survivors, if we look at just the last 4, they all have very solid options. Sadako brought Floods of Rage, Dredge brought Darkness Revealed, Wesker brought Awakened Awareness, and Knight brought Nowhere to Hide.
Its been a long time since the meta wasn't just some form of gen regression. We're in an era where its probably the least needed in the history of DbD. I really hope we can get something else. A true meta shake up
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305722#Comment_3305722
Ironic how all the people that dc against her, simply invalidate the stats.
Btw. lowest kill rate on average. Since her skill ceiling is high. Baby nurses get stomped pretty regularly.
When did I say I DC against her?
Also the stats shouldnt be used to draw conclusions. If so, we cant just cherry pick the things we want to see. Meaning we cant just ignore things like Sadako and Pinhead being at the top
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305188#Comment_3305188
60% kill rate means between 2 and 3 kills per match. Being closer to 2 than 3. Now remember how often survivors suicide on their first hook and that this affects the stats. If survivors wouldn´t do that anymore, then the kill rate would be lower. Possibly as low as before the rework which attempted to rise the kill rates.
Wanna know a killer survivors suicide against the most? Nurse. Wanna know who has one of the lowest kill rates? Nurse! I also highlt doubt many people are killing themselves immensely against Sadako.
You just cant use these stats man, theyre whack af
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305475#Comment_3305475
And again, I don't think any rules about short chases really apply once you're stuck on a barely-used Leries with two Survivors. Breaking chase with one is just going to take you to the other and the same deal, and unless you're really banking on being lead to the one tile you just cleared, it's not great.
All of which is only tangential to my actual intended point, which is "when there can be enough time on the maps from noninteractive to borderline noninteractive pallets alone to buy several minutes, it's no wonder zero slowdown feels super risky for minimal reward. Not every game is going to have an absolute potato and a flashlight spammer to counter the time pressure.
I mean if youve reached a point where theres only 2 survivors left and theres still gens.. i dont think you can lose that unless you yourself make a lot of mistakes
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@proxy_taxfraud said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305315#Comment_3305315
You didn't understand my question.
You are making grossly overgeneralized statements while selling them as an absolute.
Not only will you rub up against people but also achieve mothing with it. Nobody can learn from your knowledge because it's presented in a nonsensical way.
Unfortunately this is way too common here.
@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305286#Comment_3305286
Thank you grand master for lightening us with your knowledgeable post that is equal to "git gud scrub"
I don't care what anyone says if you playing a low-tier killer in this game you have to have some kinda slowdown to compete. You may not need it in a party of newbies but for any lobby with decent survivors or higher, you do need some kind of slowdown on lower-tier killers. The only ones I say you don't really need slowdown at the A and S rank killers. Instead of bragging about your hours how about you tell us what killers you get these wins on with no slowdown and how you do it? So a real tip could go a long way you know.
yeah you 2 are right, I was in the middle of doing something and just wanted to type out a quick reply. I should of gave it a bit more thought. I'll try to go into a bit more detail now with my 3 mains at the moment. Trickster, Billy and Dredge. Just going to say this now though, it might be sloppy as I'm a bit tired while writing this.
As for how I usually go about games, I tend to brute force it by trying to end chases as fast as possible (I do this for Billy and Trickster) and do what I'd like to call a "30 seconds rule". When I see a Survivor and I start going towards them, I basically check for a few things. If they have a really strong loop with a window and I'm not even close, I drop the chase immediately to find some one else. As Trickster you waste WAY too much time chasing around a high wall loop, and as Billy the majority of strong window loops can be reacted to when you curve. When ever there isn't a strong window loop how ever I try to get either a health state, or a pallet. If I don't get those within 30 seconds I leave them to find the next Survivor (of course if I see an opportunity to get a down or maybe a really strong pallet out of the way, I will deviate away from this to benefit in the late game) . Doing this sudo hit and run style gets rid of pallets at a decent rate where usually getting a down towards the late game becomes much faster. Majority of my games do end up usually have 1 or 2 gens left, or just all gens being done.
As for Dredge I play it much differently. I still do that hit and run playstyle but my aim is to get into Nightfall. The information and mobility you have is pretty strong, especially for how long it lasts. While outside of Nightfall, aim for injuries and hooks to build Nightfall up as fast as possible, try teleporting to the Remnant as much as you can as well to add that extra little bit to Nightfall. While Nightfall is up, think of it as Oni's Demon Mode. You want to get as much value as possible from it, and to do so slugging is usually the way to go. The reason why you want to slug is because you want to save the points that you can get to build towards your next Nightfall. A good perk for this is Knockout, depending on the map even experienced coordinated Survivors can get disoriented, and it becomes a bit harder to call out where exactly they are.
Now of course like any strategy, neither of these strategies are perfect. Medkits absolutely destroy both of these, especially the more there are. How ever I've found a good bit of success while doing so. I'm sorry for the initial post @Unknown2765
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@proxy_taxfraud said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305299#Comment_3305299
Necessary for who?
Also what is the win condition here?
Some people are making it seem as if you need gen regression to win games, do you even know what thread you're on?
Also win condition from what I can tell is a 3 or 4k, 2k is a tie and anything else is a loss. That seems to be the general consensus
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you can bait out Dead Hard with both of these
Billy's chainsaw you can feather it
Oni you can hold the power
Its a sort of mindgame for both, but is more on the Billy or Oni's side. If a Survivor guesses right on the timing I do believe they deserve at least something for it
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@proxy_taxfraud said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305286#Comment_3305286
If I could get a dollar for every meaningless post made on this forum I wouldn't have to work a day in my life.
This one is a verbose version of "git gud" and "skill issue"
I mean its not necessarily their fault either, they have limitations that are completely out of their control but theyre also making it seem as if thats the norm
Gen regression definitely helps out, and theres no problem with running it. But is it necessary to win your games? Absolutely not
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304746#Comment_3304746
It is sad tho, because of a health issue i need to play with a game pad, so there are some killers i cant play (Nurse, Blight, Billy, Huntress, Trixter, Slinger. I might have forgotten some).
The rest are pretty much screwed much of the time, and need to run 2-4 slowdown perks, and the game will still be super stressing and sweaty.
While when playing survivor, im just fine with no genrush perks, (but i can choose to go sweat build and use them if i like) and i can actually play a custom build i think is fun.
- Imagine a game where all the killers had the same "freedom"
it would be really nice and it might get me back as killer, but for now im done, and im only playing killer when there are cosmetics on the line.
I have 5k hours, I do just fine the majority of the time with either no or very little gen regression.
Killers have a lot more freedom than they think, just need to put in the time
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305012#Comment_3305012
If solo queue is so bad, then why is the kill rate so low?
60%+ is low???
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304546#Comment_3304546
Ironically nurse kill rate isn´t drastically higher than other killers. Even on high mmr.
Meanwhile, SWF has a 15% higher escape rate. Just imagine a killer with a 15% higher kill rate than the others. Everyone would instantly call for a nerf. And rightfully so. But for SWF it seems to be acceptable.
SWF has a 15% higher escape rate because Solo Q is absolute ass, and so are those statistics showing killrates
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304556#Comment_3304556
A new player could pick up nurse, do a 100 hour training montage, have more then enough to unlock 2 characters (more likely 3 at this point) and with unlocking plague and trickster have acces to the build starstruck, corrupt, infectious fright, no way out.
You have a chance of beating anyone with that build if you are good enough
What you are refering as is not pay to win but pay to skip. It's not the same.
If we compare that Nurse to one that has Deadlock, CoB, Eruption and Nowhere to Hide she's still at a disadvantage
The build you suggested is strong, but not as strong as the genkick meta.
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@Sycamore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304746#Comment_3304746
Haha yes there was. 🤣 You could at least check your chapter dates before blurting out nonsense, but even then early days we did get Than and Ruin relatively quickly, but even then we didn't see a whole lot of slowdown till Pop came out. Around that time is when it really started to feel like you had to run at least 1 slowdown perk every game.
Alright then, let me rephrase that. The moment they started getting more options for gen regression, the less chase and healing perks were needed. Oh and btw, I do know my chapter releases
2016 we got Thana and Ruin but they were very different compared to what they are today, especially Ruin. Dying Light was also a popular pick thanks to mori's being able to be used without even hooking anyone, and only later did they add the requirement of at least 1 hook. How ever it also slowed down healing, and because there werent many perks to stack as gen regression, killers opted to slowdown healing and faster chases. (Mangled add ons, machine gun build)
2017 brought Overcharge as the only slowdown, at this point in time how ever Ruin and Thana still reigned supreme as well as Mangled add ons. Since the options to slowdown gens were virtually non existent, killers still opted to slowdown healing. The amount of pallets on every map started to get recognized by Survivors as they started to learn how to loop better, making perks like Brutal Strength and Enduring a bit more valuable. Enduring was usually the go to how ever, since it delt with Decisive Strike
2018 brought one of the strongest perks for its time, PGTW. Ruin and Pop were seen in the majority of matches, as well as the newly reworked Tinkerer which helped identify which gen to kick. Sloppy Butcher was also buffed to apply Mangled. Discordance came out late 2018 as well, and was also a pretty popular pick. Id like to add that this was a point in time where DC penalties werent a thing. It wasnt uncommon to see a killer DC very early into the match just because their Ruin got cleansed.
2019 roles around and we get yet another strong perk for gens, Corrupt Intervention. Meta started to shift more towards more gen slowdown and less for chases and healing, thanks to the earlier nerfs to pallets, loops, and healing in mid 2018 and didn't feel as necessary. Surge was added and saw some use as well, but people still opted for Ruin/Corrupt/PGTW and another perk of their choice, usually BBQ.
2020 hits and we get reworked Ruin, as well as buffed Tinkerer. Corrupt/Tinkerer/Ruin and a perk of the users choice, usually Pop to have a backup if their Ruin got cleansed too early. Pop got replaced with Undying when The Blight came out, and that solidified Ruin's spot in the meta. Ruin/Undying/Tinkerer/Corrupt
2021 hits and the meta didnt really change all that much. Undying got nerfed but it still make Ruin last for a bit longer so it still had value to most. Deadlock came out, as well as Pain Res but it didnt see much use until later on
2022 comes around and buffs Dead Man's Switch. Since people liked bluetooth gen regression at the time, DMS/Pain Res/Deadlock/Corrupt were go tos. This doesnt mean Ruin/Undying was bad, its just this new combo was simply better since Survivors couldnt take it away from you. Pop also saw some use, especially when Call of Brine came out, but again people liked bluetooth gen regression more, so DMS/Pain Res/Deadlock/Corrupt it was
Later on in the year, we get patch 6.1.0 which I think we all know what it brought, the gen kick meta. It nerfed the hell out of both popular combos for bluetooth regression, being DMS/Pain Res and Ruin/Undying. It also massively buffed Eruption and Overcharge. I dont think I need to state the obvious, were currently in this meta and we all know it.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304746#Comment_3304746
Whether that tells you more about the Killers or the map design is up for debate
But the amount of slowdown people want to bring does seem to have kept creeping gradually upwards.
thats because they kept getting more options
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@Sycamore said:
I miss when you didn't have to run any slowdown, or just 1 slowdown perk like Pop, and get to be creative with builds. Now every Killer is running some kind of combination of CoB, Pain Res, Deadlock, and Jolt.
there is not a single point in DbD's history where killers thought they didn't need slowdown
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ones cheating, the other is using a feature
not comparable
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304225#Comment_3304225
Yeah I know,I like his new look also but they change so much what made the character frightening,idk if you ever played Resident Evil Nemesis but it's a stark difference in the character's.Where as Nemesis 1 has you constantly panicking and concerned will i escape him or be killed.Nemesis two feels more like a challenge and obstacle to get by as there's not much incentive to beat him every encounter only for the part's to be picked up across the game.
Now if they don't want to rework with 1999 as basekit .They need to make him more unique he could or should be able to turn one zombie into a Ne-a parasite zombie with ranged capabilities.with a decent cool down something close to dragons grip or blast mind
Nemesis should be able to grab just as Wesker but straight up scooping survivors is more of the Original 1999's thing as too why he should grab, which is connected to mori and just would be plain fun.Remake Nemesis should have a built in mori just as well as Original he could pick a survivor off the ground mori animation if they are downed and just stabbed them with tentacle which gives killers a reason to infect survivors and keep same mori as primary.
The mori is very important to original because,he became obsessed with Jill and it is said he doesn't respond to umbrella and is now stalking Jill out of protocol so ,it shows the Nemesis can act of its own free will
But this video shows what I'm making my concept off
I've never played the original, but I have watched gameplay of the original before I played the remake. Could just be me, but I think you have more of a feeling of nostalgia towards the first. The fear of the original also comes from the fixed camera position, makes you feel a lot less in control, pair that with the empty and mindless nature of Nemesis which definitely has a fear factor to it
Nemesis in the remake is still very much a threat (ESPECIALLY on the higher difficulties, you aren't knocking him on every encounter if even that) and to me feels like much more of a threat, but thats mainly because when ever he's in play he's not always on your screen. The screams he makes are much louder and have more emotion behind them, combined with his sheer size and commitment which you get to feel much more thanks to the 3rd person camera which makes it seem as if he's always in your face.
I feel like they got the 2nd part (having a more menacing presence and being more in your face) of remake Nemesis right in DbD. Nemesis for quite a while was the only killer to be able to move while breaking a pallet, thanks to this it made catching up to Survivors much easier, and as a Survivor you always feel as if he's not far behind if you're in chase.
As for the mori, if you want to keep it in that much. I'd say we make it tied to the Obsession. Make him scream STARS when ever he spots them, and if ever he downs them while infected and on death hook he gets to do a mori.
About a year ago I was actually writing a Nemesis rework which had that last part. It also focused on having more of a Resident Evil feel to it by adding unique health states when versing Nemesis, 'Fine, Caution and Danger'. Green Herbs, Grenades and Flashbangs would also spawn around the map. The way that Nemesis would mutate was the more he was stunned and blinded the more he would mutate. Mutation would have a different visual look by tearing his trench coat limiter instead of having the growths on his arm. This of course came with new abilities like a Sprint and a reworked tentacle which immobilized Survivors for a moment by tripping them. I ran into a few issues how ever, the power started becoming way too bloated, and I couldn't figure out how to make it feel fair as a Survivor. Stunning the killer is one of your ways of escaping the killer and I don't think it would of felt too good to reward the killer to do so. So I gave up, and is now some where in my drafts.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304231#Comment_3304231
You don't need those to win. They make it easier but pay to win specifically is that you can't win without paying
A good nurse or blight can easilly win the mayority of their pub matches without perks, even more if they add the free perks
Their are 2 mayor oversights you "DbD is paytowin" people make
First you only look at the game from a competitive standpoint. But that's not what happens if you play DbD. The skill of what you face varries. In actual pay to win games you come across a roadblock where everything you face is too hard unless you have the paid for winstrat. That's not the case in dbd
And you also state it from the viewpoint of m1 killers that they can't win. But that's not a pay to win issue that's a balance issue. If there is a free or unlockable thing available that's stronger you can't complain about pay to win
You don't need them to win, you're right. But when looking at it from a competitive standpoint (because why wouldn't you?) you are without a doubt at a disadvantage.
Also about it being more of a "balance issue", nah. Take 2 new players, one who's willing to spend 100$+ on DLC and another who doesn't spend a dime. Who do you think is going to do better overall? The guy with SEVERLY limited options who has to grind thousands of hours only to still be missing 1/3 of the cast? (Idk if you play console, but on PC you only start with 5 killers) Or the guy who spends the dough to have the entire cast despite just starting, making him have MANY MANY more options to chose from compared to the other. You have to grind SIGNIFICANTLY less if you want to pay money.
Mobile games like Clash of Clans or Clash Royale are seen as P2W, some people don't even have a doubt in their mind once you ask them to question. They are also 2 games that you need to spend actual years to grind to achieve the highest point and the entirety of the games content if you don't want to pay. (I would know, I'm one of them. Been playing for about 6-7 years on both and still didn't reach the highest point on either) DbD is the EXACT same way, unless you're willing to spend more money ON TOP of the money you already spent on the base game, you aren't getting all the content the game has to offer.
The newer you are the worst it is, since you don't even know how to deal with anything. Watching videos or some one telling you will only get you so far since you need actual experience to fully understand what's going on. And as a new player I could see how demotivating it could be to see everyone with paid content while you're over here with the base game. That'll either lead them to 2 paths. They spend money themselves, or quit the game.
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Nurse with double range
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I also remember some killers having a unique chase music for their own POV.
These killers were Myers, Doctor, Demo and Oni. When the Twins came out all unique chase themes were bugged to not fade away, but cut off instantly. It also made these killers hear the Survivor POV music.
This fixed this bug in a following patch, but didnt return the unique themes.
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After reading all of these, I have concluded that there is only possible and surprisingly simple solution
just delete hooks, problem solved
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@Tsulan said:
Low mmr it's killer sided.
Mid mmr it roughly evens out.
High mmr it's survivor (SWF) sided.
High MMR its "who ever wants to win more" sided
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304232#Comment_3304232
You haven't seen many cheaters because the game isn't F2P right now...
Seriously what logic is this?
Would you like to buy my magic tiger repelling rock?
And also because they improved their anti cheat. You think they just ran out of accounts all of a sudden?
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304231#Comment_3304231
I don't use any of those perks and I win just fine.
So do I, but were talking about Pay 2 Win here. Everyone knows that in any game that is Pay 2 Win you can still win without doing so. But if you want the best chance at doing so by having the best tools available, its without a doubt you need to pay. Especially if youre up against people who are willing to pay to have an advantage.
Ill take another game that I used to play as an example, Clash Royale. I used to be in the highest arena (Being Legendary Arena) at Challengers 2. I would win most of my games but I only spent about 10$ on the game. My cards did not reflect my player level at all. I was Level 13 with mostly Level 11 and 12 cards. The moment I went against some one who paid, I was done for. I used 1 deck for the majority of my time in the higher ranks because its all I could compete with since I had a severe lack of options.
Thats exactly the problem with DbD. Not paying anything SEVERLY limits your options, and the moment you go up against some one who is willing to pay, youre at a disadvantage. The newer you are, the worst this is as well since you wont even have other characters leveled up/prestiged to unlock their teachables on other characters.
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@GentlemanFridge said:
Should? Maybe, but not right now.
We’re still dealing with the aftermath of the two weeks DbD was free to claim on Epic. Going full-on f2p now would make the cheater issue significantly worse.
I havent seen a cheater since they went rampant a few months back. Pretty sure it wouldn't affect all that much
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@Sonzaishinai said:
But that's exactly how it works....
Pay to win is that the best options are behind a paywall
They aren't so it isn't pay to win
You can win the vast mayority of your matches with the base game and any unlockables you get by playing it if you're good enough.
Eruption, Call of Brine, Deadlock
all locked behind a pay wall.
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303631#Comment_3303631
The grabbing is just something he does in the 1999 game so ,I thought it would be a fun addition. Yeah I get it's a bit much going on but that's why I'm glad you answered I feel like some one can take the concept and trim it down some
Some of these things would have to be as is just based on the character from that game,the mori is absolutely necessary,as Nemesis was the first Resident Evil tyrant to have a mori or a ultimate death blow which was intended to kill a survivor from Resident Evil Nemesis
Maybe you could rewrite this and make it better but ,Nemesis was the first boss character from the series to reach a high level of fandom much like Pyramid Head he should be the one from the original game
He does grab in the remake as well, al though I believe its only on the harder difficulties. Also in terms of grabbing I think Wesker covers that already.
The mori isn't as necessary as you might think. Its a mindless bio-weapon tasked to kill STARS members in the games. It can be easily be said that its now being manipulated by the Entity.
As for his looks, I personally like his newer look more. He looks more like a person whos been experimented on and got juiced up because of it, rather than just a straight up humanoid monster.
@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303631#Comment_3303631
He's boring, he's not unique enough as remake Nemesis we're talking about the first boss of bosses to gain the respect and dedication of millions of fans.Sure I would enjoy playing Nemesis more if this was already a thing but this is also chance to bring back his iconic look for everyone,who loves the first Nemesis.
Remake Nemesis has shown that he has a multitude of abilities for how short the game was (at least compared to the original, and newer RE's)
There are people like me as well who prefer the newer look for Nemesis. I think itd be much better to make OG Nemesis a skin, so both sides can be happy.
@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303631#Comment_3303631
Why wouldn't you want a variety of different zombies?,I think they work as intended because they could be too oppressive
A variety of different zombies could be cool, but Id rather have better AI for them. As it stands its pretty common that they get stuck at one spot and dont move for the rest of the game unless you come around and kill them yourself.
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Its really not that bad of a perk, also CoH does unlock Self Healing without a medkit, meaning it is kind of the same as Self Care. The reason why its faster is because of the 50% bonus to healing.
Also once you really think about it, the amount of time wasted thanks to it is astonishing. As you mentioned, its the only Boon where you dont want to set up in the midst of where all the action is taking place. This has more of a benefit to you since Survivors have to take the time to run over to the Boon, heal, and then run back. Which at that point they might as well just run Self Care since at least they can get back into the play area sooner.
There are several games that Ive won simply because Survivors wasted WAY too much time healing rather than doing gens.
With all that being said, healing in general as a mechanic needs to be looked at (especially the speed). When CoH first came out it was an issue since it gave you 100% bonus healing instead of just 50%. You also have medkits which have always been the strongest item. Being able to heal yourself 3+ times thanks to add ons and/or perks at the same speed as if another survivor is healing you (or even faster) anywhere on the map is just dumb.
My solution to that? Healing takes 2 additional charges for each heal (with a cap)
1st heal: 16
2nd heal: 18
3rd heal and so on: 20
This mainly hurts medkits, as the additional charges needed makes them not able to heal as much as before
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Nemesis himself is fine, I just take issues with the inconsistencies of his zombies.
As for the rework, not a big fan tbh. Moving slower in chase will just make people start moonwalking as him to cheese the chase mechanic to keep the 115 movement speed.
As for the ability, the way you worded it makes it sound a bit confusing but I think I understand. I have 2 issues with it how ever, its way too bloated, and its just better than Oni in pretty much every single way. You have a ranged ability to power yourself up instead of having to injure, which is already enough to make him better. But on top of that he can instantly break anything.
The grabbing part I dont understand, just makes no sense the way you worded it. And the mori just seems unnecessary.
What he needs, is something more consistent than his zombies. Either make them able to be summoned with an ability with better AI, or remove them al together to add something else.
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most likely just latency
just because your ping or their ping was fine for the most part, doesnt mean it cant spike sometimes
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A good chunk of comp players like to talk #########
The guys I know love to talk ######### in endgame chat, (ngl tho its pretty funny) but the games are never really sweaty. We usually do meme builds and just try to dick around
Ive also faced several comp teams, one of the more memorable matches were a mixture of Agony and Eternal. One of them was live at the time and they all dced. Reason? I was playing Trickster and knew how to look at a wall when picking some one up.
They werent playing sweaty, they were just trying to dick around and have a good time. But yknow I was playing Trickster, and Trickster = no fun so . yeah.
gg ez
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Thanks! Cant play Hillbilly without my crutch
Shadowborn
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@johnlikesguns2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302527#Comment_3302527
At high MMR, all you will find is good teams. And it's a pain to killers.
You really dont
Its like saying all you saw was sweaty teams back when Ranks were used for matchmaking. MMR might as well be the same
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302621#Comment_3302621
When survivors tunnel gens, killers tunnel the first survivor they hooked.
tunneling gens is my favorite activity, camping them is a close second
whenever im feeling extra quirky as well, I might even slug them 👀