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TerraEsram

TerraEsram

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TerraEsram
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  • @Spare_Them_Mori_Me said:

    Can someone explain how this might be a good perk for Blight? He's my favorite killer to go against so I'd like to see if my own assumptions match anyone who actually plays him well.

    Is this Knock out version any good for Blight at all?

    It potentially gonna be a good perk on him

    On some loop where the survivor have to run around, it can be more difficult (don't forget that the perk have zero cooldown) to get value, but on the other side, some god pallet like the one on RPD, the survivor drop the pallet, run in the other way of the corridor, blight have just to break normally the pallet, and rush into them, they can't make another one in time

  • My Only problem, and I need to test that in the PTB, is…

    Who get the hindered statut? The survivor WHO drop the pallet? Or ALL the survivor in the area of the pallet who get hindered?

    Like, what happen if a survivor is chased by the killer, and an another survivor drop a pallet near them.. (it happen a lot of time when the survivor panic or other fact )
    The chased survivor gonna be applied by the hindered?

  • @Interrupt_Vector said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439788/knock-out-rework

    You realize that this perk on Clown will absolutely guarantee a hit now, right? What if it stacks with bottle? Have fun walking at 3.04 m/s for an potentially 5-7 seconds. That's a guaranteed hit every time.

    If the survivor is 16m ahead, predrops a pallet and moves away from it and into a bottle, and if the clown is invigorated, if both parties keep holding W the clown will catch up at around the time all buffs and debuffs wear off. 7.92 seconds.
    From 16m away. That's crazy. I don't even want to get into all the other stuff like Scamper, Spirit Fury + Hubris,…

    And where is the problem? If more killer can get more value from a perk, people gonna play more different killer than now

    Plus, this perk gonna be a good one on a lot of them, clown, indeed, but Nemesis, Billy, Leatherface, freddy (and more if the perk activate when a dream pallet is dropped), doctor, Blight on some god pallet, …

    K.O can be a pretty huge perk who can also contribute at some diversity in the most used perk

  • @Wrecked said:

    I wish there was an easier way to report players, especially on console as I’ve noticed on PC you can report on the end game screen and type a message, but it doesn’t give console players the option to type anything.

    In order to report somebody I have to report them on the end game screen, save a video of what exactly I’m reporting them for, upload that video to YT and then file a ticket with their support team where it gives me the option to link my video.

    I’ve actually had a lot of players over the years who I could and probably should have reported because they were cheating or using exploits and I didn’t because of how time consuming it felt when all you want to do is play the game.

    Yah, it exist on PC

    But it doesn't work… So basically…

  • @Leon_Loves_Cheryl said:

    Note that I don't mean "give up" i.e. inting on the hook. I mean survivors who surrender (walk up to you and give you their item, become passive and submissive, etc.)

    I'm a very aggressive Killer but I'm gracious with surrenders. If you surrender to me I'll let you go, even if there's 2 of you, I'll just go stretch and get some water or something while you guys do the gens.

    What about you guys? Do you accept Survivor surrenders? Why or why not?

    When I was beginning into this game, when I was playing survivor, I got some killer who, sometimes, go more easy, become friendly, goof around, being "nice"

    I think that's probably an element who make me stay into this game, because not everyone is a douch playing this game, so when I play killer, and see I overperform and the survivor want to give up (like you said, walking slower to me, giving me theyr item), I become in general more friendly, kicking the gen and waiting near them (in general, they are only two at this times, it help I think) making point with them like hiting them, let the other heal and doing the same with the other, all this kind of stuff

    But, if they make it harder at the beginning, or doing some stuff like bodyblocking for no reason or playing strangely enough, there's no mercy

  • @Interrupt_Vector said:

    Shortly after the Freddy PTB I have noticed, that Huntress Hatchets do no longer collide with survivors on the hook.

    They pass right through them.

    As a Huntress main I welcome the stealth buff but I am not sure if this is intentional, and if so, why?

    This makes every unhook unsafe because no matter the angle from which the survivor unhooks, I can get them by just aiming at the hooked survivor and I will get a guaranteed hit every single time.

    Now that you mention it… I got another bug with Huntress, where the first hatchet I throw, go trough the survivor, without injure it

  • WHERE IS MAURICE?!?!

    You fail the tierlist!

  • Maybe for the same reason than a lot of other people

    Killer understand now how the hook system work and proxy camp in some area where nobody can enter

    And don't talk about the "system" who technically, the hook appear the further from the two killer, actually, it is not working

    Got a lot of survivor who got hook who appear near me when I play killer, or getting into the hook, just near the killer who got me

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890160#Comment_3890160

    Those tier lists aren’t relevant at all for this scenario. Those tier lists are based on the top 0.0001% of the players, which isn’t relevant at all to public games.

    If we’re discussing an average MMR game, then we need a tier list based on how the killers perform at average MMR. If we’re discussing a lower MMR game, then we need a tier list based on how the killers perform at lower MMR.

    And because public games have a soft cap, at the very top, we would use a tier list based on how killers perform at the soft cap. Which, by the way, is still very far off from the top 0.0001% of the players, that most the tier lists are based off of.

    It's not really what I wanted to point

    When you look which killer seems to overperform or used to be considering as the most powerfull by almost everyone in this game… It's always a killer with a poker linked to the mobility

    In fact, nobody here gonna say that Blight is weak, Spirit is weak, Oni is weak… Or saying that Myers, Trapper or Pyramid head is Overperforming in the game and are the best

    Yes, you have some "genius" playing them and crushing survivor with them, that's true, yes, you have some exception like Plague who are considering as one of the best killer in the game, and Demo, who get some mobility power, who are not the best one… In all rule, you have exception

    But we can see that by all of them, the parameters that all killer have in common who seems to have an impact of who perform better than the other is the great mobility and the lethality of this mobility

    For exemple, I'm sure that, if one Day, legion got buff and can put down any survivor into deep wound with one hit (like, chasing someone, go into frenzy, hit the survivor who got into deep wound, and stab him again for putting him into the ground)
    Legion gonna become one of the best killer in the game, like Blight, Nurse, Oni, Spirit, …

  • @theonryo123 said:

    • To improve balance in Dead by Daylight, map sizes should adjust based on the killer being played.

    •Weak M1 Killers (Trapper, Myers, Pig, Wraith, etc.) → Smaller Maps

    • •Shorter map length & width to reduce excessive running distance.

    • •More breakable walls and fewer safe pallets to prevent infinite loops.

    •Generators spawn closer together for better pressure.

    • •Strong Killers (Nurse, Blight, Spirit, Oni, Hillbilly) → Large Maps Stay

    •These killers have high mobility or chase power, so map size doesn’t hinder them.

    •Survivor Perks Adjust Based on Killer Strength

    •Against weak killers, strong survivor perks (Windows, Dead Hard, Sprint Burst) have slight nerfs (longer cooldowns or shorter auras).

    •Against strong killers, perks remain as they are.


    Don't think touching the perk from survivor in function of the killer is a good idea

    But, what the game can do is giving only smaller map for killer who don't have good mobility, and larger map for the other

    All the good killer, or the killer who are high in a lot of tier list, are killer who have a pretty good mobility… Wesker, Blight, Spirit, Billy, Nurse…

    Give them more large map because they don't have any problem to go in any point, and space more the gen (Survivor have to go far to find a new gen) and smaller map for the killer like Trapper, trikster, nemy, …

  • @MaTtRoSiTy said:

    Yeah it has become an annoying addition, predictably so.

    I have been saying for years that the survivor slugged 'for the 4k' should be able to concede the match and move on, rather than be stuck unable to play the game or leave for potentially 4 minutes while their team mate hides out the killer.

    Unfortunately I have a sneaking suspicion they may try to monetise custom moris, so I suspect this annoying addition isn't going anywhere anytime soon.

    It gonna be dramatic if they do that, Behavior is not in theyr best spotlight actually

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882636#Comment_3882636

    They don't need to killswitch Wesker, they need to killswitch the Iri addon which is what triggers the bug. You use Lethal Persuer and if you don't get value off of that then it's because the Wesker is playing without a screen.

    Just asking, because I see this bug, I just try it in custom (to not harming people) and call it a day

  • @adaw0ng said:

    What is even the purpose of the killswitch mechanic if it gets used in 1% of the cases? It's known that Wesker has 2 addons that comboed make all survivors instantly exposed at the beginning and it's been a thing for at least 2 weeks now. Faced 2 Weskers doing this today alone (out of 5 games), 13 in total. It's a known issue since even social media has been flooded with people complaining about this not being taken action into.

    No statement about it, no kill switch, and it's not even reportable since within 2 weeks I have gotten no notification of any ban in regards of exploits, after reporting 13 different people for this. Just an awful mechanic and moderation.

    There's people who get value of that?

    Not that I want to protect this bug, but… They have value of that?

    When they killswitch wesker the last times, it was because he was invisible, when they killswitch somes perks, like merciless storm, it was because the generator goe's to 90 to 0% in instant

    When they killswitch, it's theorically when sometimes break the game (like the bug who give an anti collision to survivor with a flashlight, where they killswitch the flashlight and the perk linked to) here… We got two add-on who work as intended, just… The first time, the infection is instant

  • Blight is correctly nerfed, don't see what you need to
    There's less Blight now, and only the people who have the correct bump mecanic can have the best usage of him
    It's like Nurse now, difficult to master, but when you get it, you become powerfull

  • @Raptorrotas said:

    "Intended gameplay is to use hooks" ; so why arent survivors picking up the slugs? Thats "intended gameplay" too. Just pick up the downed survivor. If you can spare the time to unhook you got the same time to help up.

    Maybe devs should look into just instant sacrificing all survivors if all survivors are incapacitated beyond recovery again

    That's why knock out is popular among these killer who only slug

    In soloQ, you can't see where is the downed survivor

  • @YuisPinkBob said:

    And people wonder why we have a giving up epidemic in this game. I played 3 matches and literally 2/3 were the exact same as this.

    The same who gonna argue "because we need to do that because I can't win otherwise"?

  • @exDbd said:

    exactly what the title says. I’ve encountered almost every game where the killer has 200+ ping and the hit boxes have been out of this world. DBD this needs to be bannable as this is an exploit by making the server work to their advantage, please look into this. No wonder no one is having fun but the killers lately.

    It's not a problem with the hitbox or with a bad ping

    The killer just throw her weapon at your face

  • @solarjin1 said:

    Honestly just let it happen. The complaints will be too loud to annoy soon. U will see some basekit solution for it like the anti camp or anti 3 gen eventually. Of course that likely to send killers into a tunneling rampage. 😔

    It's strange because, when they was trying to add the finisher mori, they add basekit umbreakable, people was saying that, the finisher mori can lead to a slugfest a bigger one than before

    And they scrap everything, to just give the finisher mori without the umbreakable basekit?
    At this point, I CAN'T say "they was probably not thinking it can happen"
    They where , and they probably enjoy that, they probably play like that, soo…
    It's even a little funny to see that, since the last update, people complain more about that, than gen rush, tunneling, some nasty combo perk, …

  • @trapners said:

    sick of being slugged for the mori st 5 gens and to be honest there needs to be some type of reward for attempting all hook stages

    Nah, The dev wanted that
    Actually, I'm pretty sure they enjoy seeing all survivor just being some stress ball in the game

  • @Caiman said:

    Reverting it isn't going to cure slugging.

    No but making it less… Present

  • @Laluzi said:

    I truly didn't expect this to happen without a bloodpoint incentive, but here we are. I tracked 22 matches, watching the game play out if I died early. There were 4 where players escaped out the gates, so technically 18 matches with relevant data. 10 of them had the killer slug the second last survivor. In 6 of those matches, they slugged for over 30 seconds in order to wait for the mori to become available. In one instance, I asked the killer not to do this in endgame chat, and they blamed the person on hook for making them wait, as though they didn't have full control over simply hooking everyone.

    I've also seen an increase of killers deliberately bleeding everyone out, in that it's gone from a one in a hundred game type thing to maybe one in twenty-five. Still rare, but not nearly as rare as it ought to be. I can't tell if giving hatch has become rarer or not - it feels like it's rarer, but that's because a killer standing on you waiting for someone to die on hook often meant hatch before, where now it's almost always a mori. But it's unlikely the same players who wait to mori would have waited to give hatch before.

    I gave it a few weeks to see if the hype over a shiny new feature would die down. Perhaps it did slightly, but the dust has settled in a state of affairs that's noticeably worse than before.

    Slugging for the 4k was already very unpopular to face, and dangling another incentive for killers to do it - and keep doing it after they've won - has only made the problem worse. I think BHVR needs to address this and either give survivors a way to leave the match under these circumstances without losing everything they've earned (I've always championed being able to replace yourself with a bot when everyone's incapacitated and it seems more relevant than ever), or redesign this system, before proceeding with more expansions to moris.

    I'd like to clarify that this is not an issue with slugging as a strategy. I have zero desire to see basekit Unbreakable in the game and I think the risk-reward of slugging is currently fine (outside of Knock Out, which is just a solo queue griefing perk.) And in the problem situation, the killer has legitimately won the game. The issue is that survivors are regularly being forced to wait in games that the gameplay loop intends for them to be killed in, and that killers are being incentivized to keep players in lost games instead of sending them next. Waiting on the floor is becoming part of the gameplay loop. This is causing a lot of frustration and general dissatisfaction with the game. I know I'm not alone in this. Being completely helpless, having lost, and not being able to go next because the other player wants a power trip is not a good feeling and it's become the spoiled cherry atop my questionable sundae that is solo queue.

    It's what the dev wanted in the game
    Otherwise, they never have the idea to do that

  • @Roaroftime said:

    It's somehow 10x sweatier than the main game

    Because they know that people want to have joy and fun in this event, so the "bad root" of this community play the event to, just for being awful

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824189#Comment_3824189

    Look, I don't see a reason for survivors to be exhausted in void as well, but this is not the reason for killers to not have powers there. Last year simply proved it was wrong, when against many killers (NarkoTri1er already mentioned them) you can simply ignore their powers by going there.

    Survivors as always prefer to ignore that void in this year also got several strong loops and god pallets, but even with this, who said void should be safe space or something? It's already literally another small map killer should pressure and work with, so I except survivors are exhausted I see nothing wrong with how it's working this year.

    In this case, I see no problem, okey, killer have her power back in the void, but don't give exhausted to the other side

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824189#Comment_3824189

    because last year you could basically use the void to:

    • force Oni out of power or make him waste it;
    • render Legion completely useless because you can make them never be able to get 5th hit or simply make them lose their power by making everyone get into the void until their power runs out
    • turn Huntress into an 4.4 M1 killer
    • turn Nurse into an M1 killer slower than survivors
    • all in all, turn every killer into a powerless M1 killer with different base movement speeds

    Even with the buff for killers inside the void, it is still much more beneficial for survivors if killer enters the void, tho since event queue is separated from normal queue, i think nobody should care, just go and have fun with event objectives

    And now
    Get power and can abuse it in the void
    Having a ghost who can two tap a survivor to get him down instantly
    Having a indicator of who are in the void

    Yeah, why playing a role where the event just give more power to one, and give just a big smoke bomb where the two team are blinded in the same times and stopping some perk to work in this?

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823617#Comment_3823617

    And what's wrong with killers are not powerless in the void?

    Why the killer gain the indetectable effect, have power and can have an information of who is in the void, since the survivor are exhausted, broken (if they are injuried) in the void?

    I can understand the broken effect, survivor can go in the void just for a safe healing, but why the exhausted effect since the killer can use his own power?

  • @fussy said:

    Besides double tap with ghost, this event is pretty balanced. If they will remove it in some patch on next week, it will be most balanced and fun event for everyone in long time.

    I don't have any problem with the ghost

    But the fact that, the power of the killer is active in the void, AND the killer got an icon to say "this survivor is in the void" are maybe the problem

    And again, for the ghost, it is not a big issue, if you had the smoke bomb from survivor who are pretty nice, and it balance a little with the ghost

  • @AggressiveFTW said:

    1. They visually look very similar to each other. Skinny, ghostly pale Japanese girl, black hair and white dress.
    2. Both are a type of ghost. What they do differ quite a bit I guess, but it still would just feel like a Sadako copy, at least for me.

    Because american people ?
    Joke aside, Since it exist a film, with Sadako and Sayako, I imagin it can be one of the reason… Or maybe just a skin for Sadako

    But the major difference, is Kayako can control her hair, not Sadako

  • @hermitkermit said:

    Playing Solo is the hardest role so think of it like playing a dark souls game or playing on the most difficult mode. It can be absolutely miserable and it is designed for you to die ALOT. But when you win…it's ecstsasy! Quite the high. But then you'll forever be chasing it and…well…

    Yeah, but I can't roll… (Imagin a perk where you can actually roll)

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817974#Comment_3817974

    Seeing the same animaton actually becomes stale eventually. Its not like MK where every character has about 4 kinds to mix it up.

    I didn't understand why you were talking about Mario Kart
    And then, I understood that was the other MK…

  • @[Deleted User] said:

    Who said they're nerfing things strictly based on popularity? Something being extremely popular would give them a reason to look at it from a balance perspective, so there's some correlation, but not necessarily causation. Just because something is popular doesn't mean it's overpowered, but something being overpowered will probably lead to it becoming popular.

    Also, we're in year 8 and people are still insistent on drawing false equivalencies between how perks are treated between both roles. Killer and survivor gameplay are different things. It would be asinine to judge perks on the same standards across two very different roles.

    It is much easier to correlate a perk to a change in win rate when only one person has to run it (killer) in a trial. There are so many fewer control factors for a killer and their perks. I'd be willing to bet survivor is much more murky in terms of how perks affect win rates.

    And then, some bad perk got nerfed, like Territorial predative

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816567#Comment_3816567

    For the record, there are only five killers in the game who do *not* have an aura reading add-on. All other killers have at least one.

    • Bubba
    • Pig
    • Deathslinger
    • Onryo
    • Knight

    There are 17 perks that allow for aura reading perks, and there is no way for the survivor to definitively know their aura has been revealed, outside of using "Distortion". 3 of the top 6 killer perks reveal auras (nightlight.gg/perks), with Lethal Pursuer leading the way with it's extra 2 seconds of reveal time for *every* Aura reading perk/add-on. This may not sound like much, but a lot of add-ons are only 2-4 seconds, meaning Lethal Pursuer adds 50-100% extra time.

    This doesn't even account for broken combos such as Franklin's Weave, which is infinite Aura reading unless you happen to find where an item was dropped.

    Distortion was the only tool for survivors who aren't good in chase to have some buffer of safety at the cost of increased pressure on other survivors in the lobby who didn't run distortion. People who are in good in chase will benefit from this change if they used distortion, but they likely don't run it since they can take care of themselves.

    Just little correction :

    Leatherface, Knight, Amanda and Onryo have an add-on to see the aura of the survivor

  • @justadreampallet said:

    There are a few stealth killers and ghostface is by far the best (at the stealth aspect if you use him for stealth) but what do other killers and survivors think of him? I love him and think he’s good for a scare and it’s fun to be able to show your friendly by a t-bag and get t-bag revenge on the t-baggers.

    I want to play him, just to scare people, just being a ghosty

    But each times I play him, I'm always revealed by the wind, and can't never be stealthy

  • They need to get away about SM, working on the other, and going back with a new full idea

    They can make her interesting, but it seems they want to work on her with what she have, they don't want to make new action, new gameplay with her and I dunno why, but someday, the dev who work on her gonna make a burnout

  • @DragonMasterDarren said:

    MMR doesn't exist, Treat it like this and don't sweat for wins and you will be far, far happier

    I don't even play for winning!

    Like there, I was like "I'm gonna try ghosty and if I get one marked down, I'm gonna be happy"

    And I face the most sweaty team possible, I never get the time to mark someone before they get out, it was so.. Quick

  • @Akeeno said:

    i cant believe they're going through with the nerf. im not trying to be a negative nancy but almost every perk that isnt involved with generators, such as stbfl, ultimate weapon, weave attunement, are being complained about, so they get nerfed, they're no longer worth using, and just stick with gen regression.

    it sucks cause then there isn't any good perk variety. then until the next set of perks that look decent get used, the cycle starts all over again, complaints about the perk, then a perk nerf.

    is this the path the developers would like for the game?

    Who say they gonna nerf it? Maybe it's just a rework… Very soon, but it a possibility

  • @Marioneo said:

    Looking at the ptb notes I believe all the buffs to outside his nightfall is great but one change has me concerned

    Dredges anti loop holding his power he now moves faster.

    This might be the new Scamper Chucky situation where he gets a guaranteed hit no matter what the survivor does.

    Dredge can drop a remnant and keep up with the survivor and if the survivor drops the pallet or vaults a window dredge can just recall back to it and get a guaranteed free making him stronger then old scamper chucky

    Nah, he gonna be good (technically), more stronger, we gonna see in the futur if it was enough

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771988#Comment_3771988

    I just mentioned it because you said it is 200% Regression. But it is even 300%.

    300% How? When a killer kick the gen, it's normally 10%
    in this mod, it got a +200%

    So technically, it's just 210%, not 300% … Or I miss something?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771440#Comment_3771440

    +200%

    So in total the Gen regresses 3 times as fast. Which is significant as Slowdown.

    Yes, and I'm okay with that, so it's not like killer don't have any slowdown, they can see aura around, they can see the aura when a gen is done, and they can kick a gen, and it regress at +200%

  • @bornagain234 said:

    Everything is doubled. Including pallets.

    Regression perks removed.

    Twice as many gens to defend.

    Survivors only have to do 8 gens.

    Why isnt it 10? I dont get it. I cant wait for 2v8 to end so I can go back to 1v4 tbh.

    Gens are flying, we cant slow them down. 1 gen to go and were still hooking people for the first time.

    This modes trash.

    And when you kick a gen, it regress at 200%

    Yeah, it's not normal that they are only 8 gen to do and not 10, but it's only this who can make a problem, the rest is fine

  • @DragonMasterDarren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770939#Comment_3770939

    The game hopping engines from UE4 to Ue5 was a miracle in and of itself, quite frankly I was surprised the game wasn't buggier and how quickly BHVR dealt with all the actually serious problems

    BHVR can also not simply take a few months off from making a character to fix the code, because then everyone would have a fit and whine about no new content however good of a reason they might have

    You sure? I know the forum is an echo chamber, but if they state about that, lot of people gonna be okey with that

    And since, each new character come with new problematic perk/combo perk or killer problematic when they first come in game or when a buff/nerf/rework happen (twins, Skull Merchant, Knight, ..) I think it can be good for everyone

  • @DragonMasterDarren said:

    DBD suffers from the TF2 problem of being built on spaghetti code and going on for so goddamn long that untangling all of the spaghetti would genuinely take years

    We absolutely should deserve better, but expecting patches to not have bugs at this point in DBD's lifespan is a fool's dream

    Coconut.jpg?

    The difference between TF2 and DBD is the motor engine, since the one from TF2 are always the same as the beginning, DBD got each time on a new "version" of the engine (unreal engine)

    That's why people are now very upset, they upgrade to UE5, but the bug are worse than before, they don't change the code, it seems a copy paste on the new engine and call it a day

    I'm super sure that, if behavior, stop for six or seven month to make new character in the game, just for patching and correcting all the bug and clean up the spaghetti code, everyone gonna be happy with that

  • LET ETHAN SHINE!
    Poor Trapper..

  • That's a huge mistake, a pretty huge mistake

    That and the fact you have only 8 gen and not ten (since we are 10 player and not 8)

  • @ays12151 said:

    They should bring back generators time to 90 (or 80 seconds).

    70 seconds Generators are kinda fast… but the mode is very fun, so I don't care 😅

    Wait, gen are 70 second in the 2V8??

  • @Phantom_ said:

    https://us.v-cdn.net/6030815/uploads/U9MHAD5LPR3P/screenshot-2024-07-27-024903.png

    ^ literally!!!!

    It is beyond frustrating and to think that you now have the luxury of classes, seeing auras and gens that are being worked on. I think the whole "doing gens" as an objective has run its course and needs to be replaced by something that is engaging.

    Only three hook at two gen remaining? It's a big win there, I can understand why nobody are on gen anymore

  • @Reinami said:

    And still somehow i'm the only one doing a gen?

    That's your survivor experience

    Try to get one game in killer in less than one hour, and you gonna get gen rushing like never before
    I was playing trapper, I don't have the time to set one trap and two gen where done

    But playing survivor, and I'm the only one who do gen AND rescue … It's something

  • @ZamasuManzon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762715#Comment_3762715

    Yeah, but if the price for Auric goes up it would feel like the characters cost more than 500.

    Nah, it's gonna be the same (technically) since it's not linked to the plateform market

  • @joeyspeehole said:

    I understand the pushback against this idea, but other killers don't have grenade function associated with their range attack. I mean, technically the Xenomorph has the acid/ tail attack combo, however it's still limited with it's range.

    I've played against a lot of Unknowns who rely heavily on the spread that their range attack provides, especially in doorways. I still think that the power should be able to have long range, go through walls, and wound people, i just don't like that the unknown can down people with that power as well. I don't want to go down the whole "look at how crazy OP every new killer has been ever since they got rid of Spine Chill and Boon: Circle of Healing," but I just feel like the idea of making some trims here and there is okay.

    Why? If you delete the fact he can down or injure survivor who are "infected" (I don't remember the term they use in game), there's no point to use the power, it's not a Plague like, he his more like a Nemesis like

  • @ZamasuManzon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762609#Comment_3762609

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762360#Comment_3762360

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762336#Comment_3762336

    Honestly I don't know how this is going to work.
    The only thing I can do is give a pratical example.

    I share a PSN account with my brother. Account is primary in my PS5 and as secondary in his.
    I play using my account and he play in this account. This way we can buy games and DLC in this account and we can both use the content at the same time and play together.
    This is not for DbD, but to ANY game or DLC.

    BUT this do not apply to microtransactions.
    Microtransactions are both the in game currency and the content that is bought with it.
    We recently bought Street Fighter 6 in this account and, of course, we can play together, but in this game specifically Capcom made ALL DLC (characters, stages, music, etc) only available through microtransactions (in game purchases).
    If you open the DLC content for Street Fighter 6 in ANY platform you'll se that there's only packs for the paid in game currency. No characters or anything are there.
    So he bought Akuma in this account and I don't have access to him and I bought Bison on mine and he also can't play as him unless he also buy him.

    So my guess is that since Auric Cells is a in game currency of YOUR DbD account you should be able to, for example, buy them and the content that you want on Steam and play with this new bought content in another platform.

    Capcom fall off far far way to bellow the ground… avoiding people from buying a caracter for shared account like yours…

    But yeah, it's pretty similar, and now you mention it, when BHv talk about increasing the price, it's only on the plateform, in game, all character gonna remain to 500 auric cells … Technically

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762296#Comment_3762296

    Does that work for in game currency? Kinda want to know since when cross progression hits I'm going to port over to my steam deck.

    Sadly not, all in game currency follow some different rule above the game store ..

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