SoGo
SoGo
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I agree with this sentiment completely.
Many things are hard to understand from the get-go, so a more up-to-date tutorial and a direct access to the wiki in-game would be great to teach newbies what to do, as well as practice rounds for every killer.
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@Nazzzak said:
The community tends to minimise just how difficult survivor can be to learn. It's not just 'oh you sit on a gen and learn to loop tiles, easy.' There's literally 39 killers with different powers/items, add ons, etc, that you need at least some basic knowledge of in order to adequately counter and stand a chance. The tutorial is woefully outdated.
Personally, I find survivor to be even more difficult to pick up than killer.
Because, as killer, you at least have Wraith and Huntress, that work in a really simple way and are easy to understand, and in Wraith's case easy to master.
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@SigmaLord said:
So basically, killers don't deserve a 3k, let alone a 4k.
Hatch is already an obnoxious mechanic. I don't need more of it to be honest.
Maybe the best fix to hatch isn't to increase the amount of it by 100%, but decrease the amount by 100%.
Less people would slug for the 4k if they felt like they got what they worked for. Hatch is a 50/50, + a gate gamble. Some gates are so far apart, or even far from the hatch, that you can't even hold W to it to interrupt the survivor.
Imagine if the killer had a button that randomly spawned on the map upon 5 gens being done. When you press this button, a random survivor dies. The killer loses no MMR from that survivor and that survivor gains no MMR for escaping either.
The problem is, adjusting Hatch in any way, INCLUDING your removal suggestion, makes one of the sides feel much worse.
Taking away Hatch would increase survivors giving up or hiding around, because most of the time, you can't do anything as the last survivor, just find it or die.
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Sometimes, I feel like it.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963314#Comment_3963314
One stuns the Killer for hitting through a window. One gives the whole team Endurance for stunning the Killer with a pallet. Both can combo. One of the perks lets you rebuild up to 12 pallets a round if everyone is running it in a team.
Perks that reset resources or are able to halt hits/prevent hits need to have a few hoops to jump through. Killer has them too, for example Grim Embrace and Pain Res BOTH require you to spread hooks to get full value of. Machine Learning, Dragon's Grip, and Help Wanted all require kicking a gen AND for the Survs to touch that gen.Perks that offer some kinda strong or useful effect that COULD create game changing situations, need to have conditions. Nothing is free.
If people are wasting time rebuilding 12 pallets, that gives you, the killer, more time than both invocations.
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@UndeddJester said:
A lot of those are interesting, and options are always cool, and I like that a lot of these lean into the newer mechanics.
I'm not too sure about Blood Amber though... the difference between this and current is that only you get the aura read rather than both killer and survivor... however with the current Blood Amber, I'm seeing potential for some really quirky and tricky effects off the fact the killer sees your Aura too and its global...
- Object of Obsession let's you trigger a boost to actions when you want it.
- Off the Record let's you get a free aura read on the killer any time for 90s, so you know which way to run.
- Sole Survivor can block an aura read while aura reading the killer, maybe even use it to find hatch at the moment the killer closes it.
- Distortion actually becomes pretty awesome with this change, with an on demand scratch marks hide...
I'm not on the PTB, so I can't try these, but these effects look pretty good to me... 🤔
Thanks for commenting!
Some of these add-ons are the same as the PTB ones, the Shrill Whistle for example. Just clarifying it.
About Blood Amber, I don't really know how good is it. In theory, the scenarios you mentioned are really good.
It certainly is less brainless to use now.
We will likely have to wait and see how good it'll be.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964804#Comment_3964804
Arigato gozeimasu that man!
Killers like Hag, Twins, Skull Merchant, etc often get swept away in the noise, and its hard to get any discussion going for them... Not helped of course by the PTB being the talk of the town right now....
However it never seems to be a good time to bring them up in to the ring really, so we can but try. 😅
Tell me about it.
Skull Merchant post can gain some traction, but someone like Hag? None.
I hate it when i make a post and no one responds, but that's probably universal.
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I'm glad someone else also wants Hag to be improved!
Those changes could work pretty well.
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@Valimure said:
…Now that I think about it I actually haven't even seen Springtrap's map since the showcase ended. Did they forget to put it into the regular rotation?
It's there, but the odds are smaller.
Similarly to how Ormond Lake Mine was, except this one will stay like that.
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It will never come.
Look what happened last time, we are stuck with their current power.
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@jesterkind said:
Shattered Hope for sure.
It's not even that it should be basekit, it's that it explicitly shouldn't be basekit. It runs contrary to the entire purpose of boons from a game design perspective, and in my opinion, you don't even need it when you are facing boons. At the same time, it also does literally nothing if the survivors don't have boons.
It should absolutely get a hard rework. Maybe something for showing the aura of a survivor that breaks a dull totem, or something.
Special shoutout goes to the Teamwork perks. Individually the first two are trash and the second two are kinda eh, but that's not the thing I want to talk about, they're just weak. The badly designed part is the framework, by which I mean, there is no framework. There's nothing those perks have in common other than the vague idea of helping each other out, and they're not even the only perks to do that, it's just a nothing tag that goes on some perks arbitrarily.
Compare that to something like Boons, with an extremely defined framework, or even something like exhaustion with a clear framework that has a few outliers for flavour. There's just nothing to Teamwork perks on a design level.The issue with Shattered Hope is that now we have it, people want it basekit as compensation whenever someone suggests buffing boons. It's dragging boons down, because they either have to stay as is, or get changes with Shattered Hope shoved in there to not upset people who have CoH trauma.
And yeah, agree about Teamwork perks.
Until now, there were... bits of a formula, but the new ones flipped it upside down.
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Edit:
I changed the title of this discussion, as I decided to make a full series of posts (I have multiple other item related post in the works), and added a pitch to rework the new Crimson Stamp, which was not in the inintial post.
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@HeroLives said:
Moment of Glory. Do I understand the intent, yes. Do I still think it’s poorly designed, yes.
https://us.v-cdn.net/6030815/uploads/UEC1UJ3KQ1PN/img-0490.jpeg
Oh yeah, that one sucks.
The effect being locked behind chests is odd.
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@VibranToucan said:
So I did all the completion quests. I checked all the other quests and none of the remaining give cosmetics.
https://us.v-cdn.net/6030815/uploads/9IMWCOJ31RS3/image.png
But I am still missing these 3 cosmetics. How do I get them?
They added a fifth batch of Quests, replacing the Chaos Shuffle ones, so I would assume they will come along.
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@MechWarrior3 said:
@SoGo Im sorry for the reference but I wanted your thoughts on this? I have a good idea of what you’ll say, but I thought this was interesting.
They had a great idea and intentions, but I like the way they had it the first time.I feel like Snug dragging people towards the Houndmaster's current location would be ideal, if it can even work properly (I'm not sure with this game tho).
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@RpTheHotrod said:
I mean, there is anatideaphobia - they very well could add a duck stealth killer that stalks.
The Ultimate collab with the Untitled Goose.
It kills survivors purely by mildly inconviniencing them over and over.
HONK
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I voted for a Divine killer.
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@HuskyDogLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962236#Comment_3962236
When you say “base kit help,” could you elaborate? From everything I’ve read, this bug exploit is actually very simple to pull off and doesn’t require any real skill.
Here’s how it works:
- Run while facing your camera backward. Your character should be moving away from the direction your camera is pointed.
- Trigger the trap.
- When the trap goes off, you’ll automatically be facing away from it while still moving at full speed, which guarantees you’ll be well out of the Hag’s hit range.
I don’t think relying on a rare add-on to compensate for this bug exploit is an appropriate solution.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962285#Comment_3962285
Unfortunately, this isn’t something limited to experienced players. Anyone can do it with virtually no skill required. All it takes is knowing that it exists and performing the three very simple steps I outlined above.
At this point, I think the best course of action is simply to stop playing the Hag until this is addressed. Which, realistically, means I’ll probably never play her again. Considering this issue has gone ignored for over eight years, the chances of it being fixed anytime soon seem extremely slim.
I would solve it by giving Hag a sizable boost to her movement speed for a few seconds after she teleports to a triggered trap.
This way, you can get a hit sooner, punishing this way of counterplay.
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I want the perks that belong to base characters removed from the Shrine.
No one will ever buy them.
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Ah, yes. The "S Tech".
Pretty annoying thing.
I run Rusty Shackles a lot, which removes this strategy, but there should be a bit of basekit help.
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@ImWinston said:
- I think the people complaining about the "healing meta" are on the Asian servers. Here in Europe, I only see "we'll make it" and "resurrence" being really popular. I REALLY see in every build here in Europe "exhaustion perks," anti-tunnel perks, windows, or entire builds for "gen rush" Yes, I also see toolboxes being used much more than before.
You may be onto something.
The Asian community plays much less altruistically and with a bigger focus on self-healing and anti-heal, if I remember right.
So things like Mangled nerfs, Botany buff, and some other things might have caused a big change in the dynamics.
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@CrowVortex said:
Visually it's great but audio is way too loud and very over the top that you can't hear other key sounds over it, in regards to power usage. So much so, i don't think anyone can sit for an extended amount of time just playing as that skin without their ears bleeding afterwards.
Just a small example below.
https://www.youtube.com/watch?v=doUwT-zWEW8&ab_channel=DStrike
Damn, does she break her back every time she uses the crows?
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@Mandy said:
Hey all, we are looking at this - finding which is the best way to do it.
Awesome!
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@Gucci_218_TTV said:
Lmao, we definitely not getting anything. The yellow addons for killer, that allowed for the last survivor to be mori'd, those just got deleted and nothing. I had over 300 on my huntress and thats not even alot compared to some players.
WDYM, they gave a milion BP to all players who had them when they were retired.
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Streamers.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959452#Comment_3959452
However, there is quite an advantage to the hex not lighting a dull totem right away, because normally the totems are poorly placed, like right out in the open where everyone can see or within 6 feet of a generator, and they tend to get cleansed within the first minute of the match.
I feel like it should work from the start, but it would only reveal itself once you hit a survivor for the first time.
It would still be on a totem, but it would show itself only when it activates for the first time.
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@Flopkween said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959823#Comment_3959823
I agree. Now my inventory is filled with useless addons. Why not just retire them and give me bloodponts based on home many I have?
Fr.
They removed basically every add-on Keys and Maps had.
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I would like refunds.
Something along the lines of: For every decommisioned add-on, you get back 50% of it's bloodpoint value.
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@Dadeordye said:
Well…
Keys are useless now.
At least for the purpose of seeing the killer's aura.
My friend used Exultation to farm Skeleton Keys (more than 700) and he now sees he only lost a colossal amount of time.R.I.P to his sanity.
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@MechWarrior3 said:
This update is great! Y’all ATE! I love the changes, overall variety you added and creativity. PH’s changes are amazing! You did so well!
My one concern. Please tell me this isn’t all.
The other Houndmaster bugs are WAY worse and game breaking than this one. While I am so grateful for this fix truly! This one was the least of our frustrations. 🙏🏼😦
https://us.v-cdn.net/6030815/uploads/SXXK7JY6QFRI/img-0469.jpeg
I am, but I'm not sure if I want to download the PTB.
I'll probably keep playing the Last Masquerade.
Anyway, I'm really happy that the Houndsense issue is resolved (or at least seems resolved).
Hopefully, her other bugs also get ironed out.
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I think it will work with perks.
And also, I too despise the Blood Amber nerf.
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@AssortedSorting said:
Oh, well there goes my team scout build… (Detective's Hunch/Map/Crystal Bead)
Well, it may end up even stronger now?
Maybe. Idk.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958701#Comment_3958701
I like the aura read on it; I feel refreshed after coming out of the basement and I'm looking to help.
Another good point it has over Self-Care.
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@jesterkind said:
I'm not necessarily saying the change is a good idea - it depends very heavily on how much lower the number is, so I can't say for sure until I've been on the PTB - but I do think people are being a little uncharitable to the reasoning given.
To me, it didn't read as "You're using the purple bottles too much so we're nerfing them", it read as "the value of Clown's power was weighted too disproportionately towards the purple bottles, so we're evening the value out to make both bottles appealing".
I don't think it's as much about the literal statistical ratio as much as it is evaluating how Clown's power is designed and how the bottles are used or not used. I don't think it's absurd to suggest the yellow bottles require a lot more effort for not that much better reward, so I don't think it's insane to proactively weaken the purple bottles while buffing the yellow ones to avoid things getting out of hand.
They both have the same speed modifier, if I'm right.
Purple Bottle is -10%, Yellow is +10%.
The only difference is the way they can be modified (purple have a much better add-on - Flask of Bleach), and the fact Yellow bottles take time to work and buff survivors in edge cases.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958706#Comment_3958706
Never stated it has infinite uses. Might be add on reliant, be like two charges on the item. Wait and see, people are panicking and calling end of the world every time something bigger is changing. We got a lot of qol as killers as well as some improvements to make the game more fun. So now let them do something for survivors too.
There is a response, 2 comments under mine, from BHVR.
It said this: "It has a single rechargeable use on a cooldown."
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958703#Comment_3958703
If you don't mind me asking, what is it about the Map and Key changes that feels weird to you?
Nothing, just bias, really.
Maybe the way the charges work now felt odd to me, idk.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958703#Comment_3958703
The clowns purple bottles were obnoxious to play against and had no real counterplay. He just throws them at you and you are basically dead. I‘m glad they get nerfed.
Not really.
Both bottles were helping the same way, so with that line of thinking both bottles are unfair.
Plus, predropping is always ideal against him, so the counterplay is still the same.
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@Yggleif said:
I think SiS should really be in A. Combined with Botany and Wicked it's nutty. You scout where the basement is ahead of time do the Gen in the area and if you're found you loop around basement and get hooked down there then unhook yourself and get a quick heal and go back to your gen. It's such a a massive momentum killer against the killer who wasted so much time for a hook that didn't really do anything.
@jesterkind said:
I think a few perks are rated a little low here, personally- Strength in Shadows should really be in A tier, imo, the downside really isn't significant compared to how fast the heal is and the bonus of the aura read. Hell, I'd put the combo of SiS and Botany in S, it's among the best healing-related combos in the game.
Clean Break is also definitely underrated, passive heals are very strong and all this requires is that you be healing your teammates, which you really should be anyway most times. Being able to spend 1 second on a heal and then you're doing generators is really really powerful, even if the extra health state doesn't come out straight away. I run this perk a lot myself when I play survivor, it's really quite nice to have.
Otherwise I mostly agree, good placements overall. Something to note about Inner Strength that doesn't really change its placement but that is a nice synergy is that if you run it with Overzealous you get a great loop of having a buff while healthy, then being able to heal once you're injured, then setting up the buff again so that you can heal when you're injured… it takes a little knowledge of totems (or a Map, which is what I use) but it's a very nice little synergy.
Honestly, SiS placement between A and B+ is a matter of personal choice, imo.
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@Aven_Fallen said:
I will never understand why people rate Strength in Shadows so high, especially compared to Self Care. I think both are not really good, but the time you spend going to the Basement to heal yourself with Strength in Shadows (which can also be quite risky, since you are moving across the map while injured) and then to go back to where you have been before is long enough that you can most likely just heal with Self Care.
Because unless you don't know where basement is, it won't take that long.
Plus, Self Care 100% depends on Botany
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@Langweilig said:
I will use them as long as you can use more than one in a match.
It has infinite uses.
The only thing stopping it is a cooldown between uses.
Which may be an issue.
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I see some concerning stuff here.
Nerfing Clown's Purple bottles?
The Maps and Keys changes may be very weird. (Although, I am pretty biased because of my own version I'd like to see.)
The Fog Vial being an item with possibly endless use?
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I would rather make the window of activation bigger, so more killers can use it.
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So, what will you do?
Nerf an already bad perk?
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I agree.
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She can shake hands with Twins and Knight, in terms of bugs.
Which is unfortunate, since she's one of my favorites.
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I don't think this would work as a basekit feature.
Add-on, maybe.
But BHVR removed instablinds for a good reason, so…
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I remember it was heavily restricted last year too.
It's a shame, really.
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@killer_hugs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957640#Comment_3957640
competitiveness is not about "comp kids". competitiveness is about parity. parity applies to everyone. parity means that low skilled players play against low skilled players. it means that average players play against average players. it means high skilled players play against high skilled players. it's striking that people seem to not understand that competitiveness applies to everyone. a competitive environment should exist for the lowest skilled player in the game, and the highest. if you don't understand this i don't know what to tell you.
I think you misworded the title a bit.
What people THINK your discussion is about: "Make the game more comp-like, more of an E-sport."
What it IS about: "Make MMR more fair so you don't get matched with people who are too far from your skill level."
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I really hope and think that the support will not involve the main game, and if, then only custom games.
@Yggleif said:
Which makes BHVR's decision to formally support DBD league kinda bizarre to me.
Have you watched comp DBD? It's atrocious, it's survivors being as obnoxious as possible to the killer and the killer trying to tunnel someone out as quickly as possible and the vast majority of players do not want the game to look that way.