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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2277059#Comment_2277059
easier on the eyes =/= not being blinded anymore.
if the screen goes black you are still blinded
I know this. That's why I said that I couldn't see a downside to adding this option.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2277054#Comment_2277054
But herin lies my complaint. They did such a good job before. Ghostface was well written too, and he's liscenced. I'm sure a skilled writer could find ways to make Capcom happy, while still doing a good story.
You're still assuming that Capcom allowed that degree of creative freedom. That changes from license holder to license holder.
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Yeah, I can't see a downside to giving an option that changes the blindless to be easier on the eyes.
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Who's to say that Nemesis didn't intentionally lure you into those situations? He can see their auras, after all.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2276798#Comment_2276798
I didn't notice a difference but I don't mind since you don't need them anymore.
True; I just find it weird that they seemingly made those add-ons base kit and then did nothing with the actual add-ons that are now apparently not useful at all.
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/2275257#Comment_2275257
Yes and no, hitting on hook is BM but it doesn't hold someone in a game for any period of time. I also said it feels like, not that it is. Yeah, it is sweaty as ######### though, I will also give you that.
Teabagging at the exit gates doesn't have a strategic purpose the way 4k slugging does, though.
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If the traps are dark by default, then what do the add-ons that darken his Traps do? Make them even darker?
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2275913#Comment_2275913
If they inject, you need to hit them one more time for a down. This is a hit that requires you to get close, requires you to make an outplay, and gives them a speed boost afterwards.
Even if not in name, that is a heal. Contamination is a third health state.
Not if you punch them. :P
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I only did it on PS4; I got very lucky with one person being mega potato at the start and no one thinking to jump into a locker.
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@Sonzaishinai said:
I think increasing the range at which he shimmers would be a fair trade off.
Survivors can't hide from you but you can't hide as well either. Also would let shrewd survivors figure it out that hiding is pointless if they can notice the shimmer being further then normal
That ain't a bad idea, actually. It would still make Wraith better than he was before but also pull this one add-on back without completely gutting it.
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The patch notes did say that they made modifications to the Zombie AI and stuff. I wonder if they screwed something up in the process and unintentionally made the zombies overly derpy.
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@miketheratguy said:
I haven't bought the DLC yet. Can someone explain to me what happened?
The costumes in question were initially unlinked on the store, but at some point after people bought them, BHVR retroactively linked them into a single set.
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Pretty sleazy to pull a fast one like that. The least BHVR could do is refund people who bought those costumes thinking they would stay unlinked. It's not like those buyers were trying to cheese any sort of system; they bought costumes under the assumption that they would be unlinked only to be bamboozled.
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@Pilot said:
They probably thought it was too oppressive or gave too much information.
But then again, you have the counterbalance that... you know... it's a purple addon?
But then again, again, you know. The fact that the portals had to be activated in order to work & placed near the gen... Should've been enough...
I'm baffled tbh. I have yet to see a Demo use these addons, or see a demo in the first place. Didn't use it myself either as I didn't feel like it was super powerful as placing portals near a gen it's already super mega dumb since the survivors doing the gen will 110% cleanse the portal and not just leave it there since it makes you oblivious, makes a lot of noise and give's demo a fast travel point to your location. I'm convinced they don't know that cleansing portals is one of the best ways to counter Demo...
Not mentioning I will simply not just place a portal near a gen and go to a portal just for the sake of it to activate them. I prefer to leave them hidden....
I wouldn't use add-on rarity to justify something potentially being OP. It's not like add-ons are that hard to acquire if you actually go out of your way for it.
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As far as I can tell from the patch notes, Nemesis's tentacle attack was not changed from the PTB except for granting him a small amount of Mutation when whipping Contaminated Survivors.
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Older DLCs should be baked into the base game IMO.
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@Artick said:
Killers before Franklin's change: "nah keys op I don't want to use franklins in my build, it's not a counter anyway wahaaa wahha".
Killers after change: "######### bhvr you just took away the only counter to keys that I never used and always pretended wasn't a counter I'm so angry".
Survivor: *drops Key*
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/2272175#Comment_2272175
It's not the original version.
They heavily buffed the killer perks but left all the survivor perks untouched. Guess I should of expected that already.
The only use Franklin's had IMO was maybe stopping Keys. Now it doesn't do that anymore.
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@TheClownIsKing said:
There’s only 1 add on that increases Zombie speed, and it’s an iridescent. The other add ons just increase the Zombies cone of detection and distance at which they can spot/hear survivors.
I see multiple add-ons that increase zombie speed.
-Brian's Intestine at Common
-Mikhail's Eye at Uncommon
-Depleted Ink Ribbon at Very Rare
-Shattered S.T.A.R.S. Badge at Ultra Rare
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This isn't me saying yes or no to "Are the Twins bad?" because I don't play them, but I was under the impression that the one strategy they have that actually puts up results is the slug and/or camp strategy. What else is there?
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...no?
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2271023#Comment_2271023
That makes them unique, not outdated. This word does not apply here.
No, outdated is definitely the word I would use here.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2270777#Comment_2270777
Of course not. It is a counterplay against Wraith and a little trick against Nurse which should stay in the game.
Killers being weak to specific items is definitely outdated IMO. It a relic of a design direction the game has not been going in for ages (the concept of a Survivor being otherwise powerless against Killers).
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2270095#Comment_2270095
It's very possible but in order for that to be happening it would have to mean his playrate went up which again i don't believe it in order for the kill rates to spike you need more then just the small % playing billy.
I don't believe that's how it works, if I am understanding things correctly. It is possible for a Killer to have low play rates and higher kill rates. If a low number of Hillbilly players just start annihilating because matchmaking is pairing them with new players consistently, the kill rates for Hillbilly WILL go up by a lot.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2270087#Comment_2270087
Oh no i believe that part i just don't believe the kill rate and playrate spiked no shot MMR made people start playing Hillbilly again i just don't see that being possible as the community mostly agrees he was over nerfed and is cheeks now.
It would make sense that the killrate spikes if all Hillbilly players regardless of skill level get paired up with actual newbies.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2267757#Comment_2267757
Well her stealth kind of offsets the need for looping potential. Tactical approach can cut the need for chasing potential, since getting to the survivor before they can make it to a loop is the point of stealth. Whereas other killers have the terror radius alert the survivor as to their location, so that they can anticipate them and maybe leave to find a loop quickly, Pig can stealth up to the pallet on a pallet gym and get an easy hit.
I can't agree with that. Maybe if she was faster, I could soooorta see that argument, but she is far and away the slowest stealther, and going for hit and run tactics in place of a traditional chase is just going to waste way more time than the RBTs give her IMO.
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I will continue to vouch for Pebble being a straight cooldown instead of a "stay in the Killer's TR to charge it up" thing.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2269527#Comment_2269527
Then they shouldn't have removed him entirely. My solution would work and it is a simple fix, not to mention finally put an end to this debate.
Besides, Old Freddy's assets, as @QwQw proved, are still there. All of his coding probably still exists, all they need to do is implement it as a separate option.
I don't know if you're referring to the wrong person or if the thing you are referring to is in a different thread, but I only see one post here by that person and it has nothing to do with what you said?
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2269518#Comment_2269518
Then let both of them coexist. It is simple. It is an easy fix.
Not sure the devs are willing to put an entire Killer's amount of effort into re-programming in a Killer they already deleted the first time around and then re-structure the game to allow two separate Killers to co-exist as the same Killer.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2269506#Comment_2269506
The community's opinion should be way more important than what the devs want. It isn't, but it should be.
Also, they've screwed up on his rework. They cannot keep that generic and dumb version of him in the game.
It doesn't take much to realise that.
Eh, I personally prefer new Freddy to old Freddy by leagues, so I'm afraid I can't agree with you on that second part.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2269489#Comment_2269489
As I've said, I won't be able to change your mind, no matter what evidence I present to you. And you won't be able to change mine, no matter what you say to me.
We both think of ourselves as the "right" side of this discussion, and guess what? Maybe we are.
So, why don't we stick to my initial suggestion? Add a "toggle" option which allow us to choose between both os his powers.
Problem solved and everyone is happy.
It has been a while, so I will probaby struggle to find an exact quote, but I belieeeeeve devs have said in the past that they actively don't want Old Freddy back and if they did, they wouldn't have gone the nuclear route of effectively creating a whole new Killer in the first place.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2269478#Comment_2269478
If that is so, then I suppose I won't be able to change your mind.
I am confident that most of the community want Old Freddy back. New Freddy is the minority.
But you may believe what you wish to believe, I cannot change that. I can only respect your opinion.
I mean, passionate and vocal minorities are known to band together consistently in an echo-chamber-like manner.
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I'm pretty confident, yes. I don't think a small random forum poll like that is indicative of much.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2268583#Comment_2268583
Most disagree, and so do I. His uniqueness alone was enough to make him one of the most fun killers to play, both as and against.
I don't know if I'd say most. I'd personally more likely chalk it up to an extremely passionate and vocal minority. :P
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2267864#Comment_2267864
Not entirely true. I've seen Scorpions and other experienced pigs use it effectively at jungle gyms by moonwalking it. Managed it a few times myself.
Largely true, and no matter how galaxy brain your ambush mindgames are, it is still entirely up to the Survivor whether or not they get hit.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2267797#Comment_2267797
Most forum members don't have the slightest clue how to use her ambush attack at loops.
Alternatively, her ambush is only good at bad loops and can generally be stopped by just dropping a pallet. :P
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Killing someone who was never hooked using a Reverse Bear Trap. :P
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@th3 said:
The limited number of vaccines was the cause for the lack of survivors using them.
I thought the cause for the lack of Survivors using vaccines was that getting infected ASAP could make it take longer for Nemesis to mutate?
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2262480#Comment_2262480
Y is it poor gameplay...the scenerio happens If the killer gets gen rushed in a certain amount of time?
It teaches Killers that they don't need to play as well during the early-mid game because the end game will give them a big boost.
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@Entity_Lich94 said:
I.....can't tell if this is serious or not....
Neither can I. It feels like bait, but it's hard to tell.
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She looks weird, but so does the old one. Probably because neither one looks like Jamie Lee Curtis.
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1) Make it so zombies can't get in range of a hooked Survivor, and they can't detect freshly unhooked Survivors for a brief moment.
2) Make it so a zombie briefly loses collision with any Survivor they successfully attack.
3) Increase the amount of mutation Nemesis gets from whipping zombies a bit.
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That just seems like promoting poor gameplay for Killers, so I'd say no.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2261551#Comment_2261551
I definitely don't agree with that. What's the difference between killing yourself on hook and just pressing the "leave game" button? You can never force somebody to stay in a game they aren't having fun in, it just punishes players who are trying to get into the lobby and find a new game faster.
You most certainly cannot force them to stay in. You can, however, punish them for leaving early. Which they should.
@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2261704#Comment_2261704
right so if you are gearing up for a game of soccer and the other team just starts beating you up you continue to play?
and dont give that "its within the rules, its allowed, its a strat" nonsense, you know that is only the way it is because the devs are incapable to adress it, the game only exists by the grace of its community.
What, may I ask, is the DBD "it's within the rules, it's allowed, it's a strat" equivalent to an opposing soccer team actively assaulting you during a game of soccer?
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Trapper because I wanted to start with what I thought was "The Mario/Ryu" of the game to get a feel for things.
Claudette because she had Self-Care.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2260146#Comment_2260146
1) because they are an opinion, but you talk about them as facts. you don't say "I think base traps are better" you say "base traps are better" and proceeds to tell everyone that likes RSN2 how wrong they are.
2) it's because you always say something like "if you don't stall now, there won't be time later" or something to that effect. when stalling later has just a marginal difference when it comes to when it happens. I see all pigs liking that a trap gets activated when someone is on the hook, means they can't be doing gens since they still gotta search all boxes, but a rbt that forces that situation is apparently bad...
3) well obviously... you probably aren't gonna leave the 3 gen to check the one solitary gen accross the map either... just saying, if part of the area you are patrolling stops mattering, you are left with a smaller area. ( large maps also usually have big open areas, which hurts her stealth... you win some you lose some XD )
1) You're welcome to disagree if you wish. I just wish to attempt to argue my point of view. Again, I don't think it being my opinion means the points I make are meaningless.
2) It's more like I'm saying that continuously pushing off the time Survivors spend looking through boxes has a cumulative negative effect.
"I see all pigs liking that a trap gets activated when someone is on the hook, means they can't be doing gens since they still gotta search all boxes, but a rbt that forces that situation is apparently bad..."
That's because there's a difference between the two. If the trap activates before the wearer is able to begin searching for boxes, then they HAVE to search boxes the moment they get that chance. They don't get the choice to do gens first because there is no opportunity to ignore boxes until the trap starts ticking. That stall happens IMMEDIATELY once they get off the hook (or wiggle free or are healed off the ground). With Rules Set No. 2, it's the opposite. They are instead forced into the other direction and more or less HAVE to do gens in order to see the box auras. The stall is pushed off until the Survivors complete 1/5 of their objective (unless the Survivor in question decides to start looking for boxes without the auras, which is just poor decision making IMO).
3) That's true, but that doesn't necessarily mean that fewer gens always equals small patrolling area. It depends on the locations of the remaining gens.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2259538#Comment_2259538
it's arbitrary because none of you explanations apply. it's just your personal opinions on things.
also, you're not choosing between stall at 5 gens left or stall at 1 gen left. it's not binary like this.
let me put it this way. pick X random points, they form some sort of shape with X sides. if you remove one of those points and use the remaining points to make a shape, the shape will have a smaller area then the previous one. even if marginally.
I rather the stall happen at 4 gens than 5. because if the stall happens while I have to control a smaller area, it's better.
you prefer at 5... this is the only difference
1) I don't see how my explanations don't apply, even if it is still my opinion.
2) I didn't say you are choosing between stalling at 5 gens or stalling at 1 gen. You are choosing between stalling now and stalling later. In the goal of stalling, now is just about always better than later unless you are doing something intentionally gimmicky like forcing Trap kills or an endgame build.
3) Marginally is an important distinction. If you cluster the remaining gens together, yes you do have a noticeably smaller area to cover. If they are spread out, the difference isn't enough to make a large difference. That is the main issue with overly large maps, fwiw (ironically, large maps slightly favor the Pig because those large distances can contribute to a higher chance for a Trap kill).
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@glitchboi said:
I think a good example of this is Coup de Grace. Literally no one asked for this perk to get nerfed.
Hangman's Trick's nerf was understandable. It basically revealed the aura of every survivor while you picked one up.
I'm not sure what happened to Gearhead, I was taking a break from DBD during the Slinger PTB.
Gearhead got its timer reduced by 15 seconds and will only reveal the aura if someone hits a good skill check as opposed to a good or great skill check.
@Crowman said:
Hangman's Trick was actually reasonable nerfed from ptb to live. Though it made been hit too hard. But 12m with the hook spawns at the time meant that you basically could see the auras of every survivor on the map.
I think nerfing Hangman's Trick was fair. I think nerfing Hangman's Trick as hard as they did was absurd. IMO, new Hangman's Trick is weaker than old Hangman's Trick.
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I feel like most of what I want would fall under "actual buff" instead of QoL, so I will simply go with "raise the Pig's camera while crouched".