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  • Personally, I think that the game mechanics should adjust to a player DCing. That way, a DCing player isn't as much of a burden to those that stuck around. Something like increasing gen repair speed based on how many players DCed. Just to lessen the impact of a DC while not making it beneficial either. The game is supposed to be a party game. It certainly doesn't feel like one most of the time, but that has been the stated intent multiple times. If separating ranked and casual is not an option, then something should be put into place that allows DCs to happen without it affecting the competitive edge of a team. Not saying there can't be a penalty on top of that, but something so you don't have people greedily insisting that someone should endure something they don't like for their competitive edge.

  • If anything, having two Killers competing over 5-8 Survivors for top sacrifices would easier. On top of that, in the event of a draw, highest score would get the victory. If scores are even, it's a draw.

  • I like BBQ.

    It should not be basekit.

  • Okay.

    Undying + Ruin is still meta, though.

  • I don't think this is quite a case of "THIS DOUBLE LUNGE EVERYONE DOESN'T USE IS WAY TOO STRONG!"

    It's more like "Well, I had this idea for this perk, but then we tried it and it was more than my idea."

    While it IS a nerf, I think it has more to do with the intentional affect of the perk, not so much how affective it was. Perhaps they will buff it later when they realize their intended outcome wasn't that good, who knows?

  • @Unseen_Force said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763530#Comment_1763530

    I agree 100%, I just dont think anyone should force themselves to play this weekend because they'd be "denying them that data". We play to have fun, not force ourselves to data mine in unfavorable conditions.

    I'm not saying anyone should force themselves to play. Nobody should feel forced to play a game, eat food they don't like, anything they would rather not do. What I AM saying is that if they want to play, and feel that they can tough out more possible losses, it could be beneficial in the long run.

    If someone absolutely can't stand the idea of playing with Bloodlust, they should totally not play. If they are having a bad day and DBD seems too stressful, they should do something else, regardless of what is going on in the game. If they WANT to play DBD like it's a normal day where they can enjoy it, however, they should totally give it a go. Just know that things might be different, but they can totally survive it.

    And when they do, I'll be waiting there on Monday. With smooches.

  • It's pretty clear that BHVR works on a fairly strict schedule for content updates. For them, pushing back content is pushing back profit, and they want the profit. As much as the community might want to see things released when they are truly ready, they operate as a business with a bottom line based on schedule cash injections via content sales. If you look at the video game market as a whole, you will see a LOT of games and content that got pushed out to meet a deadline, satisfy a fiscal quarter, etc, despite not being in a ready state. This is just business as usual in gaming.

  • On the other hand, you know what is coming up this weekend. You know that if you use BL1 to finish of a chase, those chases will take longer. As such, you can mentally prepare yourself and be willing to shrug off losses. With that said, you can otherwise play as normal and your performance will factor into the data. That data will hopefully be used to understand the state of Killers more and benefit them in the long run. By not playing, you are denying them that data, which gives them less to work with when trying to figure out the general balance, as well as targeted measures to perhaps strengthen your favorite Killer.

    As for what everyone else says, let's be real. Most of this community will trash talk you regardless of the circumstances. If someone says you're a trash Killer for one reason, they'd say it for another. You are you, they are them, and their opinion means NOTHING about you. They're just a voice on the internet with no power or influence over you. They probably whine a lot and want free wins anyways. They're aggressive because they're bad. You aren't. I love you <3 Go get em, tiger.

  • The game isn't perfect by a long shot. Plenty of issues exist within the game at all levels of play, and anyone that experiences those issues can bring them up. You don't need to be a tourney level player to notice something feels wrong. You don't need to be a chef to know if the soup doesn't taste right. If nobody spoke up, the Devs wouldn't know what to focus on. If they didn't want feedback, they wouldn't have a literal feedback section.

    I don't know where anyone gets off thinking they can dictate whether or not players have the right to raise concerns over things they find problematic, but you don't.

    "IF ALL YOU PLAY IS PUBS, THEN YOU SHOULDN'T COMPLAIN ABOUT BALANCE." <- This is incorrect. You are wrong.

  • It's a meme perk. Also, you can make builds around it that are pretty hilarious. On top of that, a few other Perks do actually benefit from running No Mither. I remember watching a guy that just kept getting back up in the Killers face. The Killer stopped everything just to down him and watch him get back up like 8 times insanely fast. Everyone was having fun with it.

    I don't think it needs any kind of buff to make it meta. If anything, meta perks need a nerf, or mechanics need to be adjusted to make them less meta-worthy. I mean, there are borderline useless perks on either side that give BP at the cost of a perk slot. Maybe give No Mither a BP bonus to solidify it's meme status.

  • @Felnex said:

    Yes! Absolutely he does! They totally missed the mark with him, and I think the Legion is their worst design yet. Their gameplay does not match their lore or theme at all. 0%.

    They were advertised as a gang, but in-game they operate solo. What. Their power is generic and unintuitive.

    More than anything, I want to see ALL 4 Legion members in a trial. Turn them into a killer that's based around switching control (Like Charlot/Victor) and controlling as much of the map as possible. It would be cool to see one Legion member be the leader, tagging survivors with Feral Frenzy, and then the other members of the Legion spawn on the map and chase the weakened survivors. I don't' know if they could program AI, but I think that would be super cool.

    Well, the elite skin basically means that will never happen. Also, I don't think they'd want to code something like that. Would be cool, though.

    Personally, I think it would be kinda cool if you could swap between the different members on the fly. There'd only be one Killer out at a time, but that Killer could change forms to one of the different members. Each Legion would have a different set of pros and cons, as well as a unique way they interact with their power.

  • Absolutely, yes. Legion has several glaring issues.

    • Their power can only wound, which means it's only REALLY affective against a healthy Survivor team. It's been said a million times that healing against Legion is a waste of time, because their power will negate the time you spent healing when you could have been doing gens or bones.
    • Legion works best when Survivors are grouped up. Survivors know this. When most Survivors see they are up against Legion, they spread out to minimize the Killers power. Similar to certain other Killers, this more or less puts the use of Legions power in the hands of the Survivors, who will always try to minimize it. For the Killer, this can be extremely frustrating, as their power only really sees its full potential at the beginning of a match and maybe towards the end, though other issues with the power come into play then.
    • Legions power is severely punished by multiple elements. Between losing power when using basic attacks to the 4 second fatigue, Legions power punishes the Killer for doing basic Killer things. On a missed power attack? Sure. On regular functions of a Killer? Why?
    • Legions power, as stated earlier, only wounds. This severely detriments the Killer in pinch situations where a Dying state is needed in order to apply pressure. It's kind of amazing that Legion is one of the few Killers where Survivors could technically state that "Using their power is a net benefit to survival". If you use the power to chase someone off a gen, that means the Survivors know the Killer cannot down someone during that state. They can make plays based on this. They can do a gen in the Killers face, unhook near them, and only need to wait for that 4 second fatigue before they need to treat Legion more seriously. Yes, Huntress needs to reload when she's out of hatchets, but she is still an M1 Killer that can slug if you get too close. Legion loses that as well, and it only a speed boosting Deep Wounder. There are multiple youtube videos of Legion using their power to basically help Survivors escape to a hatch or the exit gates because their power does not benefit the Killer in scenarios where a down is needed. It's maddening.
    • Legions add-ons are, well, uh, they're pretty bad. There are a few good ones, but they seriously need to be overhauled to properly benefit Legion.

    It is worth pointing out that there are things Legion is very good at. Most Killers need to get EXTREMELY lucky to wound the entire Survivor team as quickly as Legion can on a regular basis. That's a strong power, and applies some pressure. However, once that initial pressure is applied, that's it. Legion has little else going for them. Legion is also pretty fast, and in the right conditions, can become oppressive. If the Legion player is particularly clever, they can minimize the long list of detriments and still do well, which is a strength of Legion mains that is often ignored or written off: if Legion does well, it's because the players commit a ton of skill to using them. Legion is also a pretty decent beginner Killer. They primarily utilize all the basics of being a Killer main, and their power helps them learn maps and mobility options. It also shows them Survivor movement, which they can pick up on and use later on other Killers. Advanced players also know how to use Legions shortcomings to at least give SOME kind of benefit, the most obvious one being to use their fatigue while body blocking an escape route to give their target less options. This is, again, a great skill that translates well to other Killers.

    I like Legion. I started this game as a Legion main, and still play them here and there. The glaring flaws are the only thing that makes me pick other Killers half the time. I like how they look, I like the idea of edgy teens stabbing people, it's fun stuff. As a Killer, though, Legion needs to drop some of the extreme punishments of playing them while also maintaining focus on what they are good at. On top of that, Legion needs SOME kind of lethality option in a pinch that isn't prefaced by DSing themself.

  • @TheClownIsKing said:

    “This game is pure rng”

    Correct.

    Thats the point.

    It’s a horror game. It needs to have level of unpredictability and uncertainty.

    It's really not, though. The tile sets may be different and placed via RNG, but once the game is in play, most of it becomes decision making and skill. RNG is really just the set up, skill is the main portion. The only RNG elements once a match starts is hook yeets and chests. Even the hatch is technically placed before the match starts, it just isn't visible or active until the requirements are met. Most of the game is player interaction. That's not RNG, that's people doing people things. With people.

    RNG can give you a bad map, and bad tile layouts, but if the Survivor juked you or the Killer mindgamed you, that's not RNG. That's them skills to pay the bills.

  • Players need to move and make decisions. Technically, that's skill.

    Killers need to aim attacks. That's skill.

    Survivors need to plan escape routes and adjust on the fly to changing circumstances. That's skill.

    There are RNG aspects to the game, yes, but it's not pure luck/RNG. If anything, it's skill applied after RNG has its merry way with the map, and then a little more RNG if you are going to yeet off a hook or fumble a skill check you weren't ready for.

    You're literally wrong. Thanks for playing.

  • It also might have to do with the underlying mechanics involved in detecting someone on top of a trap.

    INDIE DEV TIME

    So, there are multiple ways to make a trap work. The two most common we could look at in relation to DBD is Collision based, and Sensor based. Both are fairly self explanatory, but like a kid that knows the subject in Elementary school, I'm going to be the teacher turned preacher anyways!

    Collision based makes the trap go off when the hitbox/hurtbox/bounding box of the Survivor touches the trap. They are tapping against each other. Ramming into one another. They are... colliding. I stretched that joke there a bit. Anyways, when the Survivors hitbox hits the Collision trap, the trap says "STOP RIGHT THERE CRIMINAL SCUM". Wait, no. It doesn't. It actually runs through a script that looks at the flags the Survivor has in order to determine "Is this the CRIMINAL SCUM I am looking for?" Depending on how DBD handles those flags, one of them might be "CRIMINAL SCUM". Or, it just might be a flag that tells the game entity (lowercase E) that the Survivor is currently not flagged for being able to take physical hits. If the trap is specifically looking for that flag, it will not see "CRIMINAL SCUM" and will not proceed to stop them.

    Sensor based makes the trap go "I'VE GOT YOU IN MY SIGHTS". Instead of a bibbity-bump, it's looking for the Survivors by... looking. Or, more accurately, detecting any player entity that travels into its sensor cone/range. This kind of function does NOT require the Survivor to be "physical" and will simply look for the entity overall in order to make a determination if they are within the trap or not. Furthermore, those flags we spoke of earlier? It might not be looking for that flag at all. Therefor, even if the Survivor is in the middle of an i-frame, the trap goes "WHOA THERE" and slaps them with its hot and spicy payload of pain. To be FAIR about it, Dream Snares are not a physical attack, more like a momentary debuff. They aren't reliant on the physical nature of the Survivor. Also, it's worth bringing up that Sensors can also have a Line of Sight check via Hitscan to determine if you dropped a pallet on top of it before going over. The sensor still knows you are there, but the Hitscan says "Ya, they there, but they blocked" and won't inject dreamy hotsauce into the Survivor.

  • It's worth pointing out that the perspective of the Survivor is their own. They don't see what you see, know what you know, or know what their buddies are up to at all times. If they want to whine and moan about you tunneling them despite your efforts to find anyone else to grope with a rope, that's their prerogative. You know that wasn't the case, so you don't need to worry about it.

    Also, a lot of people claim "OMG TUNNELING SOMEONE MAKE THIS MATCH A SUPERFUND CUZ IZ TOOOOSIC" without knowing what tunneling really means. You didn't go OUT OF YOUR MERRY WAY to target them. You didn't ignore the 482938490238 people teabagging you, flashing lights in your eyes, the world falling apart around you, the plane crash filled with new born babies to butcher, just to get them. You exhausted your other reasonable options, and decided to go SWISH to get another hook instead of just say "Well, I can't find anyone else, better just mindlessly wander uhurdur". That's not tunneling. That doing yer jeb. Good jeb.

    You're fine. They mad cuz bad. Carry on, soldier, those obnoxious home invaders aren't going to stab themselves. Unless it's Nea. She'll stab everyone.

  • Now, I'm not going to defend or condemn the actions of BHVR and changing the game for a bit in order to get test resultsm, as my opinion on the matter will not answer the question. That said, I can explain some of the reasoning behind it, and why this suggestion works counter to their reasoning:

    When players have the ability to opt into a test environment, they simply may choose not to. BHVR wants as many bodies as possible to throw at this test in order to get the largest possible data set from the results in order to look at them and properly determine the impact of not having Bloodlust. Keep in mind there are PLENTY of players that play DBD without ever looking at the related social media or forums. They aren't aware of changed until after they are made, they don't know of new game modes when they happen, and they don't know upcoming changes until they are live. Those same players also don't engage in the PTB. In this case of this test, those same players don't technically know that BHVR wants them to play the game normally, just with a mechanic missing.

    They want players to play as they normally would for this because they don't want the data to be tarnished by modified play styles in order to properly determine the impact that Bloodlust has on the game as is. There is certainly an argument to be made about how the meta might shift if that mechanic is absent, so I don't think outright telling people to ignore the loss of BL is the best way to go. That said, I can understand if they want to monitor Killer stats based on the current meta to see how BL actually impacts Killers dealing with the current meta.

    The PTB gets a very small number of players that actually use it. MOST games only ever see about 1% of the audience engage with a test environment server. That made the PTB a hard sell for this test.

    Making it a separate library entry encounters multiple problems I have spelled out. For one, it would give many players a chance not to engage with it, and without some kind of benefit to lure them into trying it, they would outright ignore it. Perhaps if it was double BP, though that would also change the meta of those matches by incentivizing BP builds instead of the normal meta. That would, again, defeat the purpose of the test. When you factor in wanting as MANY people as possible to engage with a change for test purposes, not wanting to change anything else about the game so you are only testing one mechanics absence, and not wanting to incentivize different playstyles in order to truly see the aftermath of the mechanics loss, the options become extremely limited.

    On a technical level, changes that are made for test environments can often have large divergences in core game mechanics. Those core game mechanics are basically written into the code in a single area, and are then called upon when they become present in the game. If you wanted to change one of these mechanics (eg: Bloodlust), you either need a separate version of the game that uses those changes, or you would need to bloat the core game code with duplicate modified script to allow both normal and modified gameplay. We ARE already used to this with seasonal events, so that much isn't a big deal, but seasonal events can last a while and warrant a long term change to the code like that. A test over the course of a few days, however, might make that come off as odd as it would require multiple updates to the game in a very short amount of time. In the case of removing bloodlust, they may have simply removed a flag that activates Bloodlust. It's a very small change. Having two separate game modes to accommodate the normal and test variant of gameplay, however, would require significantly more coding, larger download files, a larger game file overall, and new logic to be introduced so that the game could perform the changes you are proposing. NOT saying those are good or bad, just that the Dev team likely doesn't want to spend that much time setting up for a test that only lasts several days.

    One more thing to bring up: I have been in many communities for games that underwent lots of changes. A common sentiment in those communities, when changes are made or even suggested, is that a large portion of the community complains about being test subjects. In particular, I remember Warhammer Age of Reckoning, where a change to a core mechanic lead people to more or less say "We paid to play your full game, not test your public beta. Stop testing things or give us our money back". It was a selfish mentality that I didn't much care for, and as an indie dev myself, it was frustrating to see how callous a community could be when the developers realized they needed to fix an aspect of the game while also having to deal with a community that would rather deal with a broken mechanic than an uncertain outcome. That game and that studio had MANY problems, I won't say they didn't, but the community didn't help at all. My point is, there are a lot of people that are completely adverse to the Devs making changes for improvement because they'd rather just "know the game" as it is now and not have to adjust for changes. I'm NOT accusing anyone here of this behavior, far from it, but that kind of backlash and selfishness is something the Devs will have rolling around in the back of their collective heads when looking at changes to the game. It happens. We've all been there.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761289#Comment_1761289

    Actually the only reason they allow a opt-out, is because Sony mandates it. Sony was the final platform hold out of cross play. Epic, Steam, Microsoft, Nintendo and Google were all in agreement for crossplay. Sony dragged its feet and only because of consumer pressure, finally capitulated and allowed cross play and cross progression with some restrictions. The hardware argument doesn't make sense, in light of the reasons I outlined in my previous response. And yes I do think they are motivated to encourage cross-play options. It benefits them greatly in many ways. It also provides some benefit to players. You should educate yourself, look up white papers on cross play and why there is a big shift in that direction.

    And not to mention the fact that the developers of this game have publicly stated that they're not seeing any performance or skill concerns regarding PC versus console in both roles.

    Only it DOES make sense. They don't concern themselves with hardware advantages if you have cross play turned ON. If you have it OFF, you are against people using the same hardware (unless you're on PC, which can't be helped). So it makes total sense.

    Personally, I think you just want to crap on people using worse hardware than you. Do I have a real basis for this? Nope. Is it malicious? Yep. It's using the same mindset you are against BHVR, though, so what's good for the goose...

  • I agree with tokens, I just don't think it would be with hits. I would say every time they hook someone, they get a token. That way, the Killer must make some ACTUAL progress in order to use it.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761206#Comment_1761206

    So what about the wardware advantage of a PC to an Xbox1 should Crossplay be on?

    As far as I can tell, you can't play against PC on Xbox unless you have crossplay on. Microsoft Store on PC and Steam can, but not Xbox and PC.

    @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761206#Comment_1761206

    That's someone opinion, but not a fact. Imo if they were so concerned about a hardware advantage, then they would have never allowed cross play with console and PC. Afaik dbd is the only game that makes crossplay a prerequisite for access to cross-generation play. Of course we don't know the real reason, hence the topic was created. My personal opinion is that they are very eager to encourage cross play and this is just one mechanism to fulfill that goal.

    So, instead of it being about keeping equal-level hardware against each other if they have crossplay turned off (which makes sense and has a base logic to it), you think it's about trying to force a mechanic (which is rather malicious and feels like a punishment that they don't force on other people). Okay. You do you.

  • I think the answer has been stated here, and has also been ignored and/or misrepresented:

    If you are playing on PS5 against someone playing on PS4, you have a hardware advantage. BHVR did not allow cross-gen play without cross-platform enabled because of that hardware advantage. If you don't like this answer, sorry. It's simply the most likely scenario.

    This answer is speculative, and would require a developer to answer in order to be certain, but it is the most likely scenario.

  • @Yords said:

    You know I was actually wondering how to properly debate certain things on here. lol thanks I will use this to help me form arguments better than before.

    Not saying I was just a 12 year old getting upset with people on the internet btw lol.

    You're very welcome and thank you for reading :D

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760861#Comment_1760861

    I mean just because that's all Ethan mentioned doesn't mean that's all they've checked. There's also a big difference because they're looking to change a huge mechanic in the game AND running a population wide experiment that you can't opt out from. I'm pretty sure they're going to look at a lot of stats.

    Oh, I am totally sure they will look at multiple stats. I am just saying that PUBLICALLY they have also shown that they don't always look at lateral stats and causalities.

  • @brokedownpalace said:

    I mean, they're gonna be able to tell if people are playing differently. They can track everything in the game..

    I partially disagree.

    There are clearly many stats they can track, but based on recent statements by the Devs, there seems to be things they don't track which are crucial to understanding other data sets. OoO being the primary example here: Ethan stated OoO is statistically fine due to how often the player with the perk gets killed. That leads me to believe they are not looking at the performance of the rest of the team, who benefit more from the OoO than the player using it.

  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748959#Comment_1748959

    Would you happen to know the best add-ons on him for someone that is new to him?

    None. If you want to get good at his power, don't use his add-ons. That said, the broken monocle isn't bad for seeing what you will hit when you use a Rush. All of the other add-ons are very strong, but you will severely miss them if you don't have them. Get used to using his power without any help before you start bringing add-ons that make him much stronger.

    Also, the speed add-ons for his rush are not a great idea in any scenario. They make him much harder to control.

  • @ShazzaJ99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748902#Comment_1748902

    If a killer brings a mori and gets absolutely destroyed and doesn't get to use it then its a waste, its just a risk and a just in case because you never know

    If a Killer currently brings a Mori, the option is always there to use it. If the Killer does badly and doesn't get to, that's on them and their gameplay.

    I just don't like the idea of bringing offerings that might do nothing unless the other side did something very specific. You're better off just making an offering that simply invalidates whatever offering the Killer brought, which would work against Moris and other things they could bring, though I'd still say it's a bad idea.

  • Definitely OP. As it currently stands, it's a good thing they are going to adjust the Twins, because they need a serious nerf.

    5 seconds to transition between the two is just too short. That's only a DS, and we know how weak those are. It should be bumped up to a minimum of 10 seconds.

    While Charlotte has Victor, they should be slowed down to 85%.

    Victor prevents too many things that help Survivors do their objectives. Victor should no longer cause Survivors to not work on gens.

    Victor slows down whoever they are attached to too much by being unsightly. If you think about it, that would scare the Survivor, and make them run faster. Survivors with Victor on them should run at 115% speed.

    Charlotte has too many abilities when she doesn't have Victor around. She should not be able to lunge or break pallets while she doesn't have Victor.

    Victor is too easy to spot on a solo Survivor that is trying to keep Victor from the Killer.

    All of the "bugs" related to this Killer are not bugs, they are features. Please stop complaining about them.


    If you want my actual feelings on this Killer, take literally everything I said and do the opposite.

  • Cleansing should look like they are trying to pull one of the support-bones out. Considering how long totems take, my guess is they are held in place via DARK CHRISTIAN MAGIC, so it would take a bit of time and struggling to rip it apart.

    Or, you know, magnets. If christian magic is too realistic for you.

  • Nah.

    Needing to guess if you are up against a Mori would be kinda crappy. If you use the offering and there's no Mori, it does nothing.

  • @[Deleted User] said:

    Some of his addons are too boosted, but his basekit is fine.

    Basically this. I like the Killers base kit, but his add-ons turn him into one of the worst Killers I go up against.

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1746852#Comment_1746852

    Wait, they are removing kicking Victor? Worst decision they could make. I won't buy them if that's the case for sure.

    We don't know, but I haven't seen anything suggesting they will do that.

    That person is saying that fixing the Killers bugs and issues will make them not fun to face anymore.

  • When I heard the Killers powers described, my first thought was "How long before people complain about Victor being used as an alarm near a hooked Survivor?"

    My guess is it WILL be a thing, but we probably won't see/hear much of it until they are out of PTB.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1746268#Comment_1746268

    Would it be possible to have charts with Killer stats with each chart representing a different rank? I know its not as accurate, considering how easy it is to rank up or down but I feel like Nurse stats in Purple-Red would more accurately reflect the Killer's potential as opposed to her abysmal placement in the overall charts.

    Another question: We've had stats about pick rates and kill ratios on Killers, but could we ever see pick rates on Perks and/or Addons? Regardless of a person's skill as a Survivor or any Killer, I feel like those two mechanics have a large enough influence on the game that we could see interesting results.

    https://forum.deadbydaylight.com/en/discussion/comment/1746242#Comment_1746242

    Don't listen to him- without the Devs this game would be unplayable, literally non-existent. No one is perfect, let them do their thing and eventually we'll see a better game in the end.

    They did do that. They posted two charts, and one of them is Red Ranks.

  • Just pointing out, since I've seen it mentioned a few times:

    If Victor had a timer before he caused Dying, that means using Victor will incentivize tunneling. Just tunnel the player with the BOSS BABY until they are downed by timer. If you make it so that the timer stops when the Survivor is running in an attempt to prevent this, you have Legion with Deep Wounds that can only hit one target with their power before needing to recharge it.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1746588#Comment_1746588

    They make a good point I mean clown is INSANE honestly he should probably be nerfed ..same with legion

    Ya dude! Oh, and Plague needs to be made harder to play. First thing is to TOTALLY make the arc of her ranged attack random! They gave her a default Corrupt Fountain recently, thinking they should reverse that. Oh hey, maybe make it require that the Fountain needs to be used TWICE before it's Corrupt! She's just too good right now and barely has to run around like a total maniac to apply any pressure.

    Now what to do about how strong Demo is...

  • So, according to this thread, all Killers are insanely good and the Devs should never adjust any of them.

    Got it.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1744192#Comment_1744192

    Plethora?

    its 2 things that need looking at (other than bugs)

    Well, you have the locker issue and the baby hostage issue. Obviously, those are big. A lot of smaller issues, however, exist, that aren't just bugs. Victor needs a lot of tweaking because they are easy to lose. Transitioning between Victor and Charlotte is essentially a DS. Charlotte doesn't have any kind of tracking ability or notice when the player is using Victor, which means Survivors can freely operate around her without Victor knowing. Victor doesn't highlight the target they are attached to, which still makes counterplay against Charlotte too easy.

    These are just off the top of my head. I think the Killer is a good idea, but needs a LOT more consideration and refinement. Getting BABY BLASTED should be a panic scenario for the Survivors. Right now, if anything, it kinda works in their favor to let the baby latch on. It denies the Killer a sentinel for area tracking and turns them into an M1 killer. They will probably need to throw in a new mechanic for Victor that requires he be removed or else the Survivor takes another hit, though that will receive complaints as well because it will incentivize tunneling the latched Survivor down until Victor secure a Dying state.

    I just don't think the Killer is ready for release, and needs much more time. I hope I'm wrong, but we'll see.

  • Orks in Warhammer 40k have this thing called "Dakka". Dakka is the sound a gun makes when it shoots. They also use it to simply mean gun or gunfire. To an Ork, there is no such thing as too much Dakka. Here is a quote about that:

    "At the point in time when bullets can pass through the interdimensional walls. When firepower takes up the entirety and eternity of space and time, all beings stuck in a neverending life and death cycle as bullets recover and destroy their bodies in quick succession. No one is able to think about anything but the sheer force of the bullets rapidly flying literally everywhere in the materium turning the warp itself into nothing but a sea of automatic weaponry... Then there will be enough dakka. Or, at least almost."

    So ya, replace Dakka with Chapters. There's your answer.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1741011#Comment_1741011

    They may yet still address this.

    But everything about the twins and perks oozes creativity.

    Three weeks isn't much time to address the plethora of issues Twins has. I agree that it's creative, but it's also kinda undercooked.

  • @kaeru said:

    What is game health chapter everyone asking? What should it include?

    Look up Rainbow Six Siege: Operation Health.

    Long story short, their game was a buggy mess built on spaghetti code. They dropped an entire quarter season of content in order to fix this, and made the game a stable platform for future content additions. The result was the game going from a broken mess to one of Steams constant top 10 games. The game ran consistently well after the took the time to fix it, new content was rather easy to implement, changes to core mechanics can be quickly adjusted and applied over hot patches, etc. They have a lot of control over the quality of the game now as a result of taking time to fix it instead of trying to add more content.

  • Nurse is fine. High skill ceiling Killers with counterplay is a good thing.

    Spirit needs a slight nerf so that she offers a bit more counterplay. Maybe a slight shuffling sound to indicate her movement while phased.

    Killers shouldn't be mindlessly easy to go against, and should reward the skill of the player. On the other hand, Killers shouldn't be mindlessly easy and hand the player a lot of free power. Freddy is an example of an easy Killer with lots of free power. Nurse is an example of a Killer that rewards high skill.

  • If Blight was/is somehow bad and the Twins is, in their current form, somehow what Killer is supposed to be, then I'm switching over to pure Survivor main.

  • If you break them at the beginning of the match, that is time not spent getting to gens, which gives Survivors more time to pop gens before you ever engage them.

    If you break them during a chase, you basically have to drop the chase to break them, letting the Survivor get away.

    If you break them in between chases, that's more time for Survivors to get to stronger positions while you practice your "FBI OPEN UP" skills.

    They are a global nerf to Killers by forcing them to spend time interacting with a new mechanic or get punished for ignoring it.

    Breakable Walls are an answer to a problem that no longer existed, so the Devs reintroduced the problem in order to use their new answer.

  • @Dabihwow said:

    If they can get the liscense from DC comics which is more then unlikely, than maybe?

    Well yes, DC which is owned by Warner Brothers.

  • Most licensed characters come with their own DLC, slew of perks, and eventually some of their own cosmetics in order to offset the cost of purchasing the use of them for a video game as well as provide a profit.

    If BVHR acquired the rights to use Chucky, it would likely be the same thing and not just as a skin for a pre-existing Killer.

    Furthermore, if you think that BHVR would eat a loss just to put Chucky in the game as a skin, I have some submarine screen doors I'd like to sell you.

  • You need to go to the Bug report section of the forums and report it there.

    If you can, you should describe how the bug occurred so the Devs can try to recreate it and figure out how the bug is triggered.

  • OKAY, MY TWO CENTS.

    TwoCents.jpg

    First off, is there an ACTUAL CHANCE of there being a Killer that is ALWAYS as short as Victor?

    God, I hope not.

    Victor works because he is a power. He is not used the majority of the time. Anyone that plays Blight will tell you that running around, doing all the normal Killer stuff at a lower PoV kinda sucks. If someone forgot to mow the lawn, the grass becomes a jungle. Survivors hiding in foliage become MUCH harder to spot because you don't have an eagle-eyes view of what's around you. Obviously, players still make Blight work, but the lower PoV is one of his biggest hurdles to get over, and will still mess with experienced players.

    Now let's take that shorty and chop him in half.

    Like I said above, Victor works because you only use him for a bit at a time. Then you switch back over to a taller Killer that can ACTUALLY SEE WHAT IS GOING ON. If a Killer was introduced that was ALWAYS that short (like Chucky), the Killer would spend most time just trying to figure out where the hell they are. Some maps would be almost entirely unplayable for that Killer because they would be entirely unable to keep track of... anything. Are there ways around this problem that don't involve hiring a landscaping crew of the dead? Ya. A short Killer would need built-in tracking out the wazoo to be competitive. Furthermore, I can basically promise that despite likely not being very good, a small Killer would still receive a lot of complaints from Survivors about visibility. Why yes, being short is supposed to be an advantage they have, but Survivors gameplay and counterplay to most scenarios is to spot the Killer and play around their movement. The inability to do so is why Spirit and Nurse (to a lesser extent) get so many complaints. Hag also gets this, and is sometimes referred to as "brainless" because they can trap loops and common escapes despite that kind of planning requiring map knowledge and game sense. Which, you know, isn't brainless. It's actually kinda brainFUL. Brainful isn't a word. Point being, a short Killer would operate at a disadvantage while still being treated like some kind of powerhouse for the sake of complaints because they would make looping and tracking during a chase miserable for Survivors.

    Is it possible? Sure. Could it be done right?

    ... Maybe? It would not be easy to design, and would take a lot of trial and error to get right.

  • Risk vs Reward.

    Flashlights, when used to make a save, are risky. If you get outplayed or you bumble your blinds, the flashlight becomes a lighthouse, steering ships into port during bad storms. And by ships, I mean knives. And by port, I mean butts. Knives. In butts. As such, they are only really going to be used when a blind is hard to miss, so mostly right after pallet stuns or during pallet break animations.

    I prefer Killer gameplay to Survivor gameplay, though I play Killer a bit less than I should. Still, most Killers quickly learn to clear an area before picking up a downed Survivor. This makes the prospect of a flashlight save much lower. Survivors KNOW that Killers will be on the lookout if they see a flashlight in lobby. A slight misfire on timing will slightly annoy the Killer and accomplish next to nothing.

    All said, however, I prefer it that way. If blinds were easier to get and more people could risk the save without the higher chance of penalty, playing Killer would just be more frustrating than it already is. The Second Chance meta already makes Survivors feel like they take ages to kill without tunneling. Easier blind saves would just become obnoxious.

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