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SoGo

SoGo

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  • @ecliptikk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729897#Comment_3729897

    This discussion is the first time i've heard someone pick out their least favourite indoor map as hawkins and it's fascinating to me. What makes Hawkins so much worse than the other indoor maps? I would personally take Hawkins over other indoor maps like RPD or The Game.

    It's ✨confusing✨

  • I like them, but...

    The Game is full of pallets and really small, so some killers and perks thrive while others suffer.

    No real problems with Midwich, RPD and Léry's. Maybe size of them.

    But oh how I absolutely despise Hawkins and wish it would be changed already.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729516#Comment_3729516

    It's an interesting discussion point, cause I learned recently there is up to a 700 point MMR swing per killer from your true MMR.

    I play a lot of different killers regularly, and the ones I've played more obviously make up the bulk of my MMR score, I tend to find I have to be much tighter and focused on those killers to put in a good performance. I've played a lot of Trapper, Pig, Artist and Myers, and on all of them if I make a mistake or get juiced on a chase, I'm probably losing the match. (I also have a thing for non-meta stuff).

    If I then play a less played killer, such as Wraith, Freddy, Demogorgon, etc, suddenly I can be quite imprecise and get away with a lot. These matches feel a lot more like when I first started playing the above killers, and in Freddy's case, cause I was levelling him for his bloody cosmetics he's now also hit the tier where suddenly its getting quite hard to play him. Wraith as well you win a lot at low levels, I could feel him getting harder and harder every game quite quickly.

    Typically speaking I'd say you need to take a killer to tier 5 or so to start getting solid matches on that killer that really show you how they play... I love all the above killers... but now I'm getting to 5 prestige or so, that's when you really start to see the weaknesses of a killer.

    Not that I'm denying your experience, but as someone who loves playing Trapper win or lose... he's great against new players, but he's a different animal entirely when you start playing against ever increasingly skilled players... 😁

    You know the guy who said that playing Skull Merchant is like playing chess? He talked about a wrong killer for that.

    Playing Trapper is very like chess.

  • My changes are here:

    @SoGo said:

    This is not an official thing, only my idea of a Trapper buff. Feel free to write your opinions.

    Base kit buffs:

    - Increase the amount of traps the Trapper can hold to 3

    - Increase the amount of traps that spwn around the Trial to 9

    - Increase the size of Bear Traps

    - Survivors disarming a trap will be faced with continuous skill checks (Merciless Storm like) until they finish the Disarm action. Failing these skill checks will:

    - Injure the survivor if they're healthy

    - Put the survivor in Deep Wound if they're injured

    - Disarm the trap

    Add-on buffs:

    Bloody Coil:

    - Survivors disarming a trap will become injured (no changes)

    - Failing a Disarm skill check will put them in Deep Wound, even if healthy (new effect)

    Oily Coil:

    - Decreases the success zones of Disarm skill checks by 50% (new effect)

    Trapper Bag:

    - Increases the amount of traps the Trapper can carry by 2 (was 1)

    Replaced Tar Bottle with Painting Set

    New add-on: Painting Set

    - Disguises the appearance of active Bear Traps based on surrounding enviroment.

    (To explain: When you set up a trap or arm a disarmed one, it's color and texture will change to the color of the floor under it, making it harder to see.)

    If anyone from BHVR is reading this, please consider these changes and also, buff Pig and Sadako.

    They help him quite a bit imo, ofc they aren't really groundbreaking, but I think that these should be added.

    Another thing that is not in the post, is that traps should either spawn in very frequented areas or can be retrieved from lockers.

    Also all "Jaws" add-ons are next to useless.

  • Considering that the blur effect was almost completely removed, they probably felt like it's not needed anymore.

  • @Blueberry said:

    Hag does need some help. That base kit wipe away nerf hurt them a lot.

    I'd say that it's better than the flashlight one...

  • I think that no, they shouldn't. Lobby dodging is already bad, this would make it worse.

    Imo, removing the pre-game lobby altogether would be better, as it solves lobby dodging and the "unfair advantage" that the killer can have.

  • This is a real problem, and it's really annoying

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415424/this-might-just-be-my-opinion-but

    Well they cost a lot of F2P currency to get you to use real money. They have over a thousand people to pay, and the game is only $20 so they have to make money however they can. And cosmetics are there number one seller.

    Unfortunately.

  • I am on the boat that it should stay at 5 seconds and make it so killers can't use their M2 for few seconds.

    And maybe instead of deactivating in the endgame, it could when someone else gets hooked?

  • I like it.

  • @katoptris said:

    Doctor has the maple addon that let you see the circle of his static blast . I know the nurse has the plaid flannel that let you see the target area of blinks.

    The Plaid Flannel is a nice training wheels add-on. The problem is taking it off.

  • I would not be against this.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726309#Comment_3726309

    and oddly enough it seems to be as popular - or even more popular - than the normal game mode. — My takeaway is: flawed and inherently unbalanced is what people still enjoy more than maximised optimisation. - Imo, Items/Add-ons should also be random, which would already help with some issues, e.g. BNP and some add-ons that are borderline OP and thus unfair. Which would leave excessive camping/tunneling and excessive stealth as non-interactive/non-dynamic playstyles that need to be addressed.

    People don't like repetitive gameplay, with the current meta being a big offender of this.

    Both sides of the community bring the strongest stuff, leaving little to no variety in builds. This mode removed that.

  • @Beaburd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726254#Comment_3726254

    You know, maybe I will.

    I ended up disliking the perk because when I last used it years ago, the gen pops would take me off guard and I could never remember where totems were (especially in indoor maps) making it useless for me. But since others gen progression is shown now, maybe it will be a bit better for me.

    Thanks for reminding me about it, my dislike of it could be unfounded now.

    … Still wouldn't mind a perk that shows totems at will like a map does though!

    It does?

    I thought that the killers belongings included only Trapper, Hag and Freddy traps. Didn't know about the totems.

  • Just make it so it gives 4% for each injured survivor.

  • Hello fellow Artist players!

    Also, to reply to the post:

    Swarm of Darkness can be completed if you fire crows out during a chase. Or if you run that weird green add-on.

    Fly Away can be forced by placing crows aiming at pallets/windows/enclosed spaces.

    Deadly Brushstrokes require you to do the same thing as you do in Fly Away.

    I play Artist, so these don't look difficult to me. It's interesting to see how most people struggle with these. Anyway, good luck!

  • I agree with this take. I actually wanted to make a post on the subject, but now that this one is here...

    So, the least that should be done should be swapping the timers of the effects. By that I mean:

    • Mangled lasts until healed

    • Hemorrhage is timed.

    I feel like this is a good change both balance wise and thematically.

  • OG Freddy. I don't think any other option comes close.

  • I got lucky while playing Jumpscare Myers.

    Game 1: Franklins and Noed

    Game 2: Deadlock and Pop

  • Honestly, just remove the downside. You know, the one where you are 30% slower?

  • Friday The 13th had voice chat. Do you know how it was used?

    90% of the time it was completely silent and the remaining 10% consisted of earrapes loud swearing etc.

    And as far as I know, that community was more chill than the one of DbD

  • I'd be careful with this one. Haste is a very tricky status effect and even small numbers can change a lot (MfT is a great example) so 10% haste while near a gen would be a very strong perk. If this would get implemented, people would be bombarding BHVR with complaints, similar to MfT.

  • Scratched Mirror/Vanity Mirror + Dead Rabbit + Monitor and Abuse Myers.

  • I don't need to lose my ears because someone decides it will be funny to scream into the mic.

    Another thing, half of the players won't use it anyway.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723696#Comment_3723696

    I was referring to the PTB version.

    It still has the teammates reducing the time of the invocation effect does it not? (I don't have access to the PTB, I have to watch a variety of content creators to see what's up).

    I prefer your suggestion of having it be 60s, and grant a bonus for people who join the invocation, but probably would need a minimum participation requirement so people can't just sit down at the end and amplify the effect.

    Ok, just wanted to be sure and yes, it still has the speed bonus as far as I know.

    And about the minimum participation requirement, I did mention it in the original post.

  • @UndeddJester @Devil_hit11

    Sorry to interrupt, but which version of the perk are you talking about? The PTB version or the theoretical one created in this discussion?

    Just to be sure.

  • I said it before and I'll say it again, the only thing that should be done is making the yellow mori basekit.

    And that's it. The green and red moris remain the same, Rancor and Devour Hope stay same, the only change will be that now yellow mori is basekit.

  • Just make the yellow mori basekit and end it there. No harm done, and one less useless offering in exchange for a nice finish to the trial.

  • It's hilarious.

    I was playing as Scratched Mirror Myers, got NOED and Franklins.

    Also discovered that Iron Maiden isn't bad on Artist.

  • I would love to see more parts of the Gideon Meat Packing Plant that we have seen in the SAW movies like the operating room, the final room from SAW 4 etc.

    Tricksters map would also be awesome.

  • @Chocolate_Cosmos said:

    Once a while there always spawns a new post or social media drop from someone who says something like "Oh I love Huntress but she should have like 4 hatches and slower trow speed, etc." or "I love Chucky but his power should be 20 sec cooldown.". I always find these so strange and funny.

    Its like you like some killer or perk and like to use it a lot yet you find it OP or think it should be nerfed so you can.. enjoy it less I quess or something or be less usefull.

    I am not talking about obvious OP things like No Cooldown on M2 Xeno or Twins recall Victor in 8 sec after attack, etc. I mean like good solid A tier or B tier killer mains who downtalk their main and want them to suck more. Don't get it.

    They probably don't main the killer they want to be nerfed, but instead lost against them and now are trying to get them nerfed, posing as mains of the killer in question to make their takes more believable.

  • I think it's a tie between Trapper and Freddy.

    Not Myers thanks to some of his add-ons (not only Tombstone)

    But Freddy is so eh and lame most of the time, his add-ons are weak, he is weak and pretty inconsistent

    And Trapper is so dependant on maps or add-ons it's insane.

  • I'd say, let the survivors see the unhook bar progress on the HUD, and rework Slippery Meat to increase the anti-face-camp range by, say 2/4/6 meters.

  • @MrDardon said:

    It's a start. But I'd much rather enjoy if it randomized character, Perks, Items/Add-ons and Offerings for a true "random" experience, and you can see what you got once you have entered the Trial.

    Would be fun.

  • I feel like the injured condition should be removed.

  • The yellow mori can become basekit, as it has 0 impact on the gameplay.

    But please, let us have the other 2.

  • You have to stand still for it.

    Using it will be so awkward, I can sense it even now.

  • Agree. We have enough bloodpoint offerings.

  • The yellow mori can be made basekit and we can say bye to it. I'm fine with that.

    Why did we need to change the other two moris, idk.

    in Mori system Comment by SoGo
  • I think it will be fine for the first try at this, but I would rather see a kind of combination restrictions so you can't use two identical killers or too annoying combos.

  • @VortexVentamy said:

    As someone who likes to know my stats and started WAY too late, I humbly ask that the end gen count and number of times each survivor was hooked individually is displayed at the end screen when the game is over as I feel like that could be some interesting information to know.

    Mainly for the killer side really to see how many hook states on individual survivors were gotten, plus due to it being at the end of the game they cannot use these numbers to tunnel as the game is over. End gen count is useful for both sides.

    I wouldn't be against this, I upload my matches to Nightlight and often forget these things.

  • @Hermit said:

    "...off the record, into the ds, into the dh"

    Seems like anti-tunnel perks are still working 😁

    For now.

  • That's why I am against the DS nerf.

    • It's a one time use.

    • It disables in the endgame

    • You can't touch anything while you have it.

    • You have to hit a skill check (which I can't with my sloth-like reaction time)

    • The killer can tunnel through it.

    Please, BHVR, you nerfed it enough. Stop.

    in DS 1X Comment by SoGo
  • Sorry to ask, but are you getting downs every 30 seconds? Because if you aren't, and it takes more, the Exhaustion length is meaningless for you.

  • @Karth said:

    no mither meta

    invocation meta

    territorial imperitave meta

    meta shake up lets gooooo!

    If this actually becomes meta one day.....

    The devs are capable of turning Invocations into an OP perk, it's the fear of it backfiring like boons did that is keeping them from giving it large buffs.

  • Artist.

    The bird lady is fun.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717501#Comment_3717501

    offering only disables the map offering. it does not remove The game from the potencial maps.

    It should. It should also disable all map offerings, no matter how many are played.

  • I heard something about D&D, Vecna and the Mad Designer, if I'm correct? Nothing with Harley Quinn.

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