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Skillfulstone

Skillfulstone

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Skillfulstone
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  • @[Deleted User] said:

    Only good thing about this chapter is all the meta killer stuff for sure. Next chapter is just a killer too. Survivor gameplay is taking a backseat content wise unfortunately.

    To be fair, after Wesker came out, Killer gameplay took a big dive until now.

    Two Killers that are unbearable to go against and boring to play as (Dull Merchant is much worse but Knight has similar issues) the Killer after that is basically unplayable against good teams/SWF since the counterplay BHVR implemented instantly robs the Killer of his power (there's a reason why nobody plays Singularity anymore).

    Apart from "Nowhere To Hide", basically every single Killer perks since Wesker were mid/niche at best with most being straight up bad while Survivors received meta-defining perks like MFT and received insane perk buffs that created insane combos (Buckle Up + FTP, MFT + Hope).

    Even the Alien chapter is not that different from the trend. Ultimate Weapon is arguably one of the best info perk but Rapid Brutality is literally the No Mither of Killer perks if not paired with STBFL and/or on specific Killers, Alien Instinct is basically a worst version of BBQ. At least Ripley's perks, while not meta, are fun to use even if they don't carry the game (Chemical Trap is hilarious when it actually works and Lightfooted is basically a flashlight saver's best friend not to mention being pretty good in indoor maps).

    The Xenomorph is powerful, easily A-tier in the right hands (also it's been out for less than a week, people haven't learned the counterplay and gameplay loop yet, same thing happened with rework-Sadako for the first few weeks before people figured out how to deal with global condemn) but it's no Nurse or Blight, anyone who tries to compare them is just delusional.

    Apart from Xeno itself being by far the best Killer we got since Wesker quality-wise, this chapter didn't bring any meta-defining elements to Killers (or Survivors for that matter, perks are fun but not busted) and giving more Killer options that are fun to go against (so nothing like Dull Merchant and Knight) and fun to play as even against good Survivors (so not like Singularity) will just make the game better.

  • While the perk (functionally) seems to be unchanged, the fact that this description even exists suggests that the change is either already in the works (probably in a patch in the near-futur) or is another, unused, version of the perk that the spaghetti revealed.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528587#Comment_3528587

    oh but they do. Nemesis has vaccines which is extra health state against his power and DS is 110% because of his harpoon (meaning pre-running and actually looping/hiding LoS is actually much easier then with 115% killers)

    Deathslinger is 110% because he can shoot Survivors from ridiculous distance and through tiny gaps and get an injury even if the Survivor struggles out. A Deathslinger with STBFL can combo a hit with a harpoon shot fast enough that unless LOS is broken it's almost an insta-down.

    Nemesis can't even injure you on the first tentacle strike and it has a longer reach than Xeno's tail on tier 1. There's only 4 vaccines on the map while turrets respawn infinitely.

    What makes Xeno's tail seem so strong is that it has almost no telegraph and is harder to predict and bait.

  • DBD doesn't have cross-progression (yet) sadly, a player on PC can't keep their progress if they someday switch to console and vice-versa.

  • Well...my progress mostly transferred fine when I transitioned from Xbox one to Series X (although I had to accept terms of use again and was missing some currency) so this is either a PS-exclusive issue or a bug, I'd first submit a ticket to BHVR. Whether they are able to help is unclear but they likely will be able to understand what's happening.

    If it doesn't work, contact customer/tech support for the console you use and they might be able to shed some light.

  • If someone justs press M1 every few seconds then they won't get the penalty.

    So PC players can just setup a system to automatically M1 while going to eat.

  • @Jarky said:

    Bots count toward the challenges/emblems/killer BP/adept as if they were a player.

    As to why players disconnect - down to the individual, and there's many reasons. Could be having a bad day, could be their 7th match in a row where they're frustrated, could be anything.

    By any chance, do you know if the bots's fate affect mmr?

  • If BHVR wasn't good at making Licensed Killers that are lore-accurate then it wouldn't be so bad.

    However they are good at it, every Licensed Killer's power is accurate no matter if it's weak or not, which is the entire issue with FNAF.

    FNAF is, at it's core, a cheap game which has the "horror" label almost purely because of the absurdly numerous and loud jumpscares.

    I don't think anyone wants to get jumpscared 50 times per game, likely making the screen flash and blasting players's eardrums in the process. It would just be unbearable to play against.

  • It happened to me on other Killers, and I see two possible reasons.

    1: you were using the masquerade head and it seems certain cosmetics can get in the way of adept. I missed out on Blight adept by using the Birkin skin.

    2: looking at the picture it seems you let someone die by bleedout (I assume you slugged for the 4k and he bled out after 4 minutes) and it could have voided the adept since they weren't sacrificed or Moried.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525849#Comment_3525849

    and gacha mechanics

    Which i think is funny how people always gloss over that part when glorifying dbd mobile's cosmetic selection as it's all just a bunch of colorful eye candy to look at.

    Yeah, paying up to around 200$ for a time-limited shiny skin with a custom Mori? Hell no. I could buy the game and most DLC for the same price.

    Not to mention the Relic system which is literal P2W, or the fact that new characters are gacha-locked for a little while before being purchasable normally (Sadako was temporarily locked upon release on the new Mobile and if you wanted her day 1 then you could try your hand and maybe get her for a reasonable price).

    Or the fact that balance-wise it is years behind Core DBD, infinites still exists, many perks and items are their previous versions (DH isn't nerfed on Mobile for example) and some maps are barely playable for most Killers except Nurse.

    The Mobile version does have a handful of nice things (being able to see your teammates loadouts is nice and having all Survivors share inventory is very good) but the bad heavily outweighs the good.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523879#Comment_3523879

    Which is something I'd rather avoid too because again it will promote lobby dodging

    I assume the Killer wouldn't see the Survivors's perk, he did say "teammates".

    Seeing teammates's perks would be awesome, but if both sides could see each other's perks it would just devolve into "who can last-second swap better?".

  • While this video kinda shows the "comedic extreme" of the situation, the reality is worse.

    Setting a whole bunch of turrets in the same room to shoot the Alien back in time is funny but a waste.

    A coordinated SWF team can effectively make the Alien an M1 Killer during every moment that counts with no real counter.

    Place a turret near a gen while working on it: the turret ignores stealth so even with Undetectable you can't be snuck up on (which means the reduced Terror Radius is also pointless). The moment the turret starts to beep faster you start running and the flamethrower will automatically blast the Alien into an M1 Killer from the start of the chase. Combine that with a SWF on comms and it's fairly easy to set up every gen like this or make every strong loops reset the Alien's power (and slowing down to destroy the turrets gives good distance to the Survivor especially if Haste is in play) basically creating a diluted Dull Merchant experience for the Killer.

    I get they tried to emulate Alien Isolation gameplay (flame the Alien to make it retreat to the vents for a bit before he comes back, which is why the Alien's power recharges quickly while in tunnels) but DBD doesn't work like that and the Alien can't simply drop every chase where he's forced into M1 mode (and we all know what M1 Killers have to go through and how they need to play if they want to compete with good Survivors).

    All they need to do is to make the turrets a finite ressource like Wesker's sprays to make Survivors use them wisely and make Undetectable work against turrets to make stealth builds relevant. And let's be honest, Survivors can loop almost any Killer (except Nurse because she doesn't care about regular gameplay and Knight because he can nullify any tile) for ages if they are good enough no matter the power. Being able to delete the Killer's power at the start of most chases for the whole game isn't necessary. There's a reason almost no one plays Singularity despite having a strong power in theory, no one wants to be unable to use their power most of the time if Survivors are half-decent.

  • Blight's basekit is fine, his power takes time to master and while he is arguably the 2nd strongest Killer in the game, he must still move through the environment unlike Nurse who disregards every regular mechanic.

    Some of his add-ons however are a bit too strong and could use some tweaking (Alchemist Ring comes to mind, this thing should be an Iri add-on or have some kind of downside). Even some of his green and purple add-ons arguably surpass most Iri add-ons of other Killers in terms of sheer enhancements.

  • A lot of content creators compared it to "squeaky windshield wipers mixed with cymbals" XD

    In all seriousness though, what happened to the musical quality since Project W? While not as bad as the Alien's chase music, they are basically a 1-2 second loop...

    Just look towards Alien: Isolation for inspiration, there's a bunch of great tracks that could fit.

    The Mastermind and Nemesis had by far the best music and I miss that kind of faithfulness and care for the characters.

  • Wait, I know Nick Cages has in-game dialogue outside of lobby (a very good thing since it justifies the price tag) but I wasn't aware Rebecca (of all characters) was getting voicelines.

    Imo all licensed characters and legendary cosmetics should get some voicelines (the Birkin skin for Blight is a perfect example of a legendary skin worth the price tag). Would add so uniqueness and value to them.

  • @DBD78 said:

    They can't go back on it I mean everyone was complaining for a reason. Also tunneling is the way to counter the speed of gens unless killer has end game build.

    It's fun facing all kinds of killers but buff old stupid meta perks like old DS and people would play only Nurse and Blight. Would be really boring for both sides.

    People were complaining because old DS would literally give free escapes to Survivors during endgame if they still had DS available.

    They would get downed after unhook but the Killer couldn't do anything since if they picked up they would eat the DS and the Survivor would run out and if they didn't pick up then the Survivor would simply crawl out.

    No-win scenarios shouldn't happen on either sides and old DS did it. Disabling the perk in endgame was the right call but the stun is just meaningless now and Killers are just mildly inconvenienced by it.

  • @MrPenguin said:

    We need base game changes not more perk baind-aids.

    Anti-tunneling system coupled with making spreading pressure between the survivors actually a competitive tactic.

    While I do agree, there's not much to be done to truly discourage tunnelling as far as base mechanics go.

    The only thing I can think of would be to greatly reduce bp gain if hooking the same Survivor twice within a short window of time after unhook, and completely remove bp gain if a Survivor is hooked 3 times in a row in this fashion.

    I also think that bp gain should exponentially increase when hooking different Survivors to encourage spreading hooks (kinda-like BBQ did to some extent before).

  • @thisislastyearsmodel said:

    It's a tough thing to balance when you have somebody as weak as Trapper and as oppressive as Nurse in the same game.

    If you increase it, you'll only hurt M1 killers. If you keep it the same you're leaving the door open for Nurse, Blight, and Spirit to shake it off and keep tunneling.

    That's the thing, making the perk more punishing would create a "Dead Hard effect" that would reduce tunnelling across the board on the chance Survivors might be using it.

    Some Killers will always be able to bypass perks/mechanics, but if 95% of the roster gets harshly punished for tunnelling then it's an absolute win. If changes weren't made just because Nurse wouldn't care then many balance changes never would have seen the light of day.

  • I honestly wouldn't be surprised if Alien was supposed to be the anniversary chapter, however when TCM was confirmed to come out in August they moved it back and replaced it with Singularity to make Alien coincide with the TCM launch and thoroughly nuke the TCM game launch.

  • Yeah, honestly the amount of people who will get the 4 Mori achievement for Myers will skyrocket since people can't deny the Tombstone Mori anymore.

    They also can't DC when the Killer is slugging the last two to give Hatch to their teammate instead of bleeding out for 4 minutes. Killers can now slug for the 4k with no downside or risk.

  • NOED can easily give a 1k-2k to a baby Killer that had 0 hooks until that moment.

    It's the ultimate crutch and being tied to a Hex which you can see through walls is the only reason why it's existence is even acceptable.

  • Almost every single Killer: ######### this.

    Nurse: A minor inconvenience.

  • Came here to report the same too, got the "duplicate" label almost immediately. Even got video proof and all XD

    https://youtu.be/h3zJ_iWHhZ4 https://youtu.be/K1Qufk1Eh7U


    Two videos right there, each of them before the Nick Cage update, and there's no look-down and 2 different post-M1 animations.

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