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UndeddJester

UndeddJester

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UndeddJester
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  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880843#Comment_3880843

    To be fair, people don't mind it as much on trapper due to his limitations being more harsh than smerch (the standstill animation, having to collect traps, FoV forced downward, stepping in his own traps, etc.) I get what you mean, but I'm pretty sure thats more what people using that logic are thinking.

    I mean Trapper puts down a trap and people just leave tile. That's it, and he sucks because of it.

    Skull Merchant with single scan line is a far more interesting question of "Can I make another tile in time? Or am I more confident in my ability to loop at this tile dodging scan lines". The haste removal was also reasonable. The other changes are ass, but this pair of changes was actually good, cause you can fine tune the rotation speed to be fair and threatenening, and Skull Merchant has to use genuine mind games and her drone rotation switch to get hits (which she didn't before).

    You get 2 chances you can completely ignore scan lines if you wish, amd then you can take a hit or a 3rd scanline to boost away when you wish to a new tile. However, you can also try and push everything to the limit and actually play the scan lines.

    Skull Merchant has plenty of counterplay and high level decision making if she only got one single scan line and haste removal as her changes... she would be a far cry from the worst killer in any category people level complaints at, and would actually be quite fair... but she instead still remained the scapegoat, through what I can only attribute to bias.

  • Question is... who has the funniest prat fall?

    I think it'd be pretty hard not to laugh at Wesker xD

  • I'm gonna be honest… I think you guys are tackling the wrong part of the problem....

    As someone who started playing May 2023 (so went through the modern grind), the issue isn't really getting perks to tier 3. Once you have perks unlocked, getting all perks to tier 3 on a character is quite easy tbh. You only need maybe 3 prestiges on your chosen main and you have all your perks at tier 3, which is maybe a week of effort for even a casual player, or a month tops if they use their end of season rewards.

    Where the real grind bottleneck lies, is having to get every character unlocked and then getting them to tier 1 to get their perk unlocked to appear in the web that is the problem...

    To give you some numbers, I bought all the content (even the original DBD characters), but even doing that took me 1100 hours to get every perk to tier 3 on every character (both killer and survivor).

    If we half that to reflect only one side, then third it to simulate removing the perk tiers as you are proposing... that's still 180 hrs+ to unlock all perks on a single character...

    The thing this is what it takes now... it doesn't make a difference if perks unlock at tier 1 of tier 3, you still have to level 40ish characters to unlock their teachable perks... once you've done that then its just 3 prestige levels on your chosen character to get all shared perks on that character to tier 3...

    This is the strategy to employ right now, So it's about 185 hrs to get a single character fully kitted out on the current system... and this is ignoring all Iridescent shards and paid DLC issues, which aren't affected by perk tiers really at all.

    So I dont think the perks levels need to be removed... because doing so doesn't address the grind really at all, maybe for someone wanting to play multiple killers perhaps, however even then, its still the need to play all characters to P1 thats the actual bottleneck.

    Upgrading perks in the shrine of secrets to t3 is pointless... that should be removed as a beginner trap IMO. The grind would be majorly lowered for a budget player if they had like 5 perks per shrine of secrets per side, with the ability to lock 1 perk for the changeover each week. That would be a change that would make a real difference to lower the grind and get player on track to completing builds they want without the huge paywall.

  • I say go for it.

    Us Europeans are seasoned enough at navigating the casual racism we have between each other at this point; it almost feels rude not to insult each other. 😏

    As a Brit I was about to take a playful stab at the French... but I think I'm on a final warning so I won't risk it... but anyone French here I'm sure knows what I'd say before I even say it... and I already know the response.

    So in the spirit of this imagined battle of wits... Well played Monsieur 🫡😁

  • @MechWarrior3 said:

    I just wish they would do away with FNAF. I can't support that chapter.

    While I'm not at a fan of FNAF... it's kinda inevitable now, so we have to accept it.

    If there is one thing I can say is potentially positive... the original FNAF was decent and a respectable little budget horror game. The rest of the FNAF series lost me with the fact it never grew past being a cheap jumpscare fest, and overcomplicated and undermined it's own horror premise with the whole trapped child souls thing. Because of its child friendly demographic, it wouldn't pull the trigger on anything truly horrific, and has always been milktoast horror at best.

    That said it had some ideas that had potential... my hope is when it comes to DBD, BHVR go hard on it and make it way nastier, and earn the series some much needed horror respect/clout... but that might be expecting too much/huffing exorbitant amounts of hopium…

  • @Heliosse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880711#Comment_3880711

    That's for sure, we are not the target audience, everytime i say that i heavily dislike AvP and how they massacred the Xenomorph legacy to be a prey to the Predator, i feel like an actual Alien in the room.

    Alien is not some Godzilla to be paired with Kong, we could say "absolute cinema" but now, Alien is more about AvP than it's own thing, i feel like people are more fans of AvP than the actual Alien IP that just continues to get massacred again and again after every title. I played board games, video games, read the books and even the comics and i have never found the vibe of the first Alien i so wished to see again. A mysterious, almost mysthical, perfect organism, smart, lethal, adaptative, not some big dumb cockroaches who zooms at you in a direct line.

    I enjoyed Prometheus and Covenant way more than half the things they made after Alien. Aliens was great, but i don't like how the Xenomorph got killed so easily, the perferct organism just got demolished by some rando marines who did not even take them seriously at first, the movie achieve greatness with a lot of tense moments like the barricade scene and great charcaters like Newt, but there is numerous things that i dislike about the whole concept.

    Im still conflicted about the whole Queen deal, i found the Eggmorphing way more original and intriguing. Still Aliens i great, i can't give it too much crap it really that good, but it declined after that and had some really bad ideas.

    Prometheus at least tried to get back to the Gigeresque mysthic that i craved, Covenant fumbled giga hard but at least it tried something different. I disliked the whole "David was the creator" as much as the next guy, and i do think it's an oversight since we see Xenomorph representation on walls in Prometheus. David can't create something that is already represented on an old wall now, could he ?

    I also disliked how everyone, Xenomorph included was so dumb, i could see the strings from my seat.

    Im still curious about a third "Prometheus" movie for what it could do and i prefer a movie like that over another Romulus.

    Romulus..... Ah Romulus, i saw the Alien 1 vibe and got fooled, i wished for something that just, was not delivered.

    Amazing visuals, cool actors and all but what did this movie bring to the table ? Nothing. The Aliens are a joke, they just gets demolished by someone who never ever used a rifle before, so much for a perfect organism. The only actual great scene in Romulus for me is the elevator one when an Alien is hiding right next to them and you see it crawl in the backscene only to impale a guy with it's tail. Sneaky, smart, perfect. You know the thing that isn't iconic about the Alien and that should not be it's power despite the fact that it is it's primary weapon in every entry and the most lethal thing in it's arsenal alongside the "Kiss of death".

    The Alien in the first movie was cunning, stealthy, lethal, it did not need to be a flashy dash mad lad or cheesy monster doing big hiss before dying to a pulse rifle. Aliens and Romulus just said "Hey, there are 135 Aliens in this station, just make them run at them like idiots, marines will kill 24 of them, but guess what, we have some more ants coming ! If we make them all smart, then or heroes will have no chance whatsoever, go big dum dum". Absolute massacre to how the first Alien was portrayed. Almost anything from the first movie was lost, even alongside the fanbase.

    Rant's over, i got carried away, but yeah, like you said, we are not the target audience ... You must feel something akin to this toward Resident Evil i guess.

    Thoroughly enjoyable read... it feels kinda naff to just respond with "agree with everything", but that's genuinely my response. 😅

    I feel similarly passionate about Saw as a franchise. The films are varying in quality through 1 to 6, but at least it sticks to it's original point and premise... but SAW 3D onwards just completely loses the entire point, and focuses on gorey traps without any actual understanding of the actual idea and motivations of John Kramer at all.

    Jigsaw was so bad I recall being in the middle of SAW rewatch fan boy trip… you could have been bland as paste and I would still have lapped it up... but that film actively assaulted the logic centre in my brain... My shifting emotional investment from near blind fan-boy to raging nerd over the course of an hour was a surreal experience. Its like every second I thought about it, the eorse it got... I felt like a rat being experimented on to see how much stupid crap I could tolerate before my mind would crack. 😅

    Sadly this is common in way too many horror franchises... for some reason they all revert to schlock, action and/or comedy at some point... Don't get me wrong, I like action and comedy... but if you're trying to get me to fear an entity, these things aren't the right direction to go xD

  • I actually like the idea of them being on gens... I only equip maybe one charm on each survivor, because more looks tacky... if it were on gens I'd take all 3 for sure...

    I equip bright and colourful charms on my hooks so it's easier for me to find them if I don't have their aura available to me.

    I would likely do the same for the generator, so it helps me find them in the dark... 😅

  • Finding it nice on Chucky to hide my red light and get a hit before or after my S&D.

  • @Heliosse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880534#Comment_3880534

    Fair enough !

    If you perceive everything i said as "yeah i can survive it" then i understand you better, that's why we are not on the same page, because i don't think i would.

    I agree on that RE3R part, i was, just like you, completly baffled when Jill survived Nemesis smashing trought a wall, grabbing her and tossing her into the building on fire, or the rocket hit, or everything else actually.

    Unlike you however, i am no fan of Resident Evil as a whole, i really love Nemesis and H.U.N.K but that's about it. Nemesis even in the OG was always ridiculous, he had the same weak RPG and ridiculous raw power, it's in the DNA of Resident Evil at this point and why i can't take anything seriously about it. Leon and Chris are also ridiculously overpowered. Just like you said, the boulder punching scene is... well, there i guess.

    IDK why i love Nemesis that much, it's the only RE i played a lot and did all trophies/runs on it, never played any other RE except the second one which is excellent.

    In Silent Hill, i can completly get behind the protag because i could see myself being clumsy in my movement or survived getting hit by a knife or a steel pipe, in RE tho, yeah no way, the two first maybe, after that it's BS after BS, and that's part of the RE charm i guess. RE3, RE4, RE5, RE6, RE7, RE8 are all ridiculous.

    I guess Capcom always had something with overly powerfull human, just look at Monster Hunter, it's ridiculous but hilarous at the same time.

    Nemesis does not need the RPG to be Nemesis however, you don't have to "step aside", you have your view of thing, if we had to bend each tile we are not in the majority, we would be damned.

    People do not understand that we are not getting Nemesis from RE3, we are getting an adapation of Nemesis from RE3.

    In the same vein that we are not getting a 7 m/s Xenomorph with ovomorphs, wall crawling, and every other BS things that would never work in dbd.

    At the end of the day, modern Resident Evil IS a "turn my brain off" franchise logic/realism why, every one of them has something ridiculous and i think that is why RE is so successfull, it's over the top, it's goofy, probably the least horror of the horror games, it's simply super entertaining and creative. It's way more action than it is horror and i think people love that, just see the debate between Alien and Aliens. One is horror, the other is action and horror adjacent, see which one is the favorite. Chucky is in the same vein, absolutly not a true horror movie, it's action/comedy horror and it works.

    Hmmm... Can't argue with any that 😅

    Your Aliens analogy especially is on point... I've been joking for years "there are only 2 Alien movies, 2 Terminator movies, 1 Predator film and 1 Jurassic Park... shocking they never made a sequels to these franchises"... I tend to selectively ignore bad sequels xD

    I suppose RE is in a similar camp to Evil Dead really, and I suppose FNAF as well when I think about it... If you look at the first entries in each, they are quite serious in tone and horror, any goofy moments are unintentional through limitations, and while they are all limited in some way shape or form, they take a simple premise and do a hell of a lot with it.

    In all 3 cases as the series goes on they get more outlandish and ridiculous, and yet surprisingly the later entires are all the more popular entries.

    E.g. I was shocked to find out that Army of Darkness is rated so much higher than either Evil Dead... to me it was a joke film, one where you literally take nothing seriously, and if you're wanting a horror film, you're in the wrong movie. I can't understand those who call it "the best of the Evil Dead series", because in terms of the horror goal of Evil Dead... it fails miserably (and even Evil Dead 2 walks a line of being too goofy, but at least it does actually maintain the horror element quite well).

    I guess RE is the same. I very much like the serious tone and stakes of the original Resident Evil Remake... yes the puzzles take a bit of suspension of disbelief, but they are fun to solve and the tone isn't irreparably damaged.... RE3 asks a little too much of my suspension of disbelief, and if I'm focusing on the elements I personally liked from RE1... RE3 does a lot of things that hurt my investment…

    But I guess that's the entire point, and people like myself aren't the target audience 😅😅😅

  • @MechWarrior3 said:

    Oil Can! Spill a patch of Oil the killer can slip on xD

    Every killer falls over like Chucky getting hit by a pallet xD

  • @Heliosse said:

    I am also happy we can have this discussion.

    Now, i want to clarify something, the "small explosion" part is litteral to RE3 and RE3R, for some reasons, Nemesis has a watered down Rocket Launcher. Jill one is waaay stronger in the remake.

    Now, like i said, we already have flamethrower that magically does not harm survivors, a rotating 40 METERS per second hatchet throw in the face, an harpoon the size of an arm with spikes everywhere impaling you, the actual plague, cenobite's chains (in the movies, they are not joking at all), the Alien capable of breaking trought metal reinforced doors, Nemesis walking trought concrete, Wesker neck breaking speed, Pyramid head colossal Great Knife swings, Dracula's Hellfire, Vecna's necromantic powers of throwing the dead at you, Sadako's curse, electric shocks multiple times and so much more.

    Entity shenanigan are absolutly real and i think i have a great point here :

    The Uroboros, in RE, it's either you are worthy or black noodles puddle transformation. In DBD, it's a slight debuff to speed and an OS to an already OS worthy move realism wise. Same for the T-Virus.

    Why would we want an RPG if it's watered down ?

    Because it's Nemesis from Resident evil: Nemesis, and he had a watered down RPG that did not break terrains, did not killer Jill in one hit, had infinite ammos and small explosions for some reasons.

    How could we adapt it ?

    Prototype 01 : The safe one

    A supply case spawns with a Rocket Launcher after losing 3 generators. The Nemesis can interact with it to grab the RPG after 5s, emitting a global sound cue. An additional supply case will spawn when the exit gates are powered.

    Press the ability button (replace tentacle strike) to aim the RPG after 0.8 second, becoming still, an orange line/dot will show where you aim. Cancelling the aim stance makes you slown down the weapon moving at a pace of 3.85 m/s for 1.5s.

    Press the basic attack button while aiming to shoot a rocket, after a delay of 0.6 second where the dot becomes red, the rocket will go at a pace of 20 m/s (it's kinda slow in RE, we could make it slower). Uppon impact, the rocket will explode.

    Direct hit will instantly down a survivor, while everyone caught in a 3 meters radius (Freddy's Rupture in PTB) will lose an health state. Pallets can be broken by it.

    Cooldown between each shots is 1 second with three rockets, after that, the Nemesis will throw away the RPG in a 3s animation.

    I don't think we will agree on all of this, but it is perfectly fine, there is no objective truth for this topic, i can see an RPG for Nemesis but i can't fathom an AK-47 for some reasons. I am on the opinion that Alien is an amazing design and killer, that Facehuggers were a terrible idea because they would have to be watered down way too much (the time of coma + certain death + impossible surgery), and of course, you perfectly know my Alien view, is not shared at all.

    Exactly like this topic, it is simply a matter of opinion (tho, i am biased since i love Alien too much as an IP but still, the killer power is a perfect adaptation on paper, i would adjust some things tho).

    I respect your opinion, and i do join you on the AK-47 point, but, i could actually see an RPG for Nemesis and i don't think it would break immersion after the flamethrowers, the magic, the plague, the imo, very lethal weapons and the raw power of some killers.

    Also, i don't think the RPG is the best direction for Nemesis since he already have the tentacle (it's litteral body since the tentacle is part of the parasite that controls the Tyrant corpse, the choice of Behaviour tobuse tentacle strike is perfect for the Nemesis as it represent him for it's one trully unique aspect, the Nemesis alpha parasite). I would add a sprint to Nemesis like Vecna's fly that can deep wound someone, break things and initiate a quicker vault ala wesker. I would delete the zombies (hot take i know) to justify the sprint power budget wise, and i would slightly change the virus/mutation/vaccines dynamic in a more engaging way. Animation wise, i would make Nemesis walk in Nemesis fashion, and reuse the running animation for the sprint (speeding it up and making it more aggressive looking).

    Base design should be made more sturdy looking with a better face, fiercier. Boots sound should be changed to be more in line with those of RE3R (which are better imo). And i also think he shoud grunt and says S.T.A.R.S more often.

    Perk wise, Eruption and Lethal are fine, i would make hysteria works when someone lose an health state instead of hitting a healthy survivor and mayyybe up the duration to 40, but that may be too much idk, maybe it would need to be lowered instead since it would activate way more often, could be fun to test in a ptb.

    All fair, and I guess it is subjective, and my own personal disdain. I suppose my real issue is, while I respect the Resident Evil franchise, I had a similar reaction to RE3 as I've had here.

    I was actually quite annoyed to learn of how much of a tank in RE3R Jill is. I've always argued that one of the strongest aspects of Resident Evil is the fact that even regular zombies are dangerous (something woefully lacking in many other franchises). Even the regular scrubs are entities to be feared, especially in RE1.

    This praise has to have an asterisk with RE3R... I'm not trying to rag on the game, its got many great moments... however Nemesis is canonically insanely fast and powerful, lightyears beyond the threat of regular zombies... and yet Jill withstands a kick and even a chokeslam from him right at the start if the game?

    This is already not good, you could have done many things that would have been far better to create a desperate situation without making Nemesis look weak. Like if he just squished her head when he had hold of her like he should have done, the game ends right there... Her plot armour is insane in that game, and no matter how much of a fan I am of the franchise as a whole, I can't help but wince at how ridiculous these moments are, and how much they lower the stakes cause I know any desperate situation for Jill can just have the Universe bend to her will to give her a a get outbof jail free card... this does a real number on the perceived threat of the Nemesis when he goes selectively stupid at certain moments.

    This moment we'll chalk it up to artistic license and ignore it, but this is not something we should get into the habit of doing... and this frustration hits a boiling point for me when she gets hit by a rocket launcher and survives...

    My basic problem is... I don't look at Jill surviving that rocket launcher hit as "Oh wow! That was close! How lucky and tough Jill must be to survive that!"... what I actually think is "Wait wut? Seriously? She survived that!? Yikes... either I have to accept the writing is absolutely ass... or Nemesis' Rocket Launcher is canonically a complete piece of crap... it can't kill a regular human on a near point blank detonation. If it can't even do that, why the hell is he using it? He himself is 10 times more dangerous than this piece of garbage?". Or at least I would if it weren't for the aforementioned problem.

    I suppose if I'm honest with myself, this is probably why I push back on it so hard... it was done poorly in RE3R and annoyed me there, and it would annoy me just as much in DBD, the same way I criticise Chris punching the boulder... I don't consider that to exactly be a highlight of the series.

    The other examples you've given of thimgs in DBD are something I can perceive as survivable... you can imagine a hit being made that wasn't flush in these cases. Hatchet to the shoulder, harpoon misses vital organs, dracula flames catching the leg, Pyramid Head knife getting glancing blow, even the flames of the turret would burn you, but not kill you, and if you dashed through them quickly, you might get away with only minor burns or none at all...

    When it comes to exploaives on the other hand... there is no way to survive being in a rocket launchers blast radius... yes it did it in RE3R... But I levy the same criticisms at that game, and I don't think just because the source turns its brain off and does something silly that contradicts its own world rules, it's should be a free license for DBD to do the same.

    However... all of that said... it IS a iconic part of the game... so perhaps I should just step aside on this one 😒

  • @Heliosse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785222#Comment_3785222

    Pyramid does not OS you with the great knife, but myers can OS you with a kitchen knife. Nemesis can break a concrete wall with his bare fist, yet he just slaps survivors for a health state. The Alien can't OS you with it's tail, flamethrowers can't burn survivors even when they are in the fire. Falling from 5m high and just "oof" as a survivor. Taking a 40 m/s hatchet in the head, taking a spear from deathslinger and getting IMPALED by it (seriously look at it).

    I understand where you are coming from, but i disagree with it, for me, Jill tanking the rocket launcher (which does a super small explosion btw) is the exact same BS that makes Claudette's neck survive getting grabbed by Albert "i dodge bullet" Wesker. Just the kinetic force would be enough to kill you there.

    It could be balanced, Nemesis himself is already way too strong for the logic of the game, not even getting on someone like Dracula throwing litteral Hellfire pillars at you ...

    Well, I'm happy to have the discussion and I'm a collosal nerd and lore guy, so if you prove me wrong, I'll happily accept it... but you say yourself the explosion on the rocket is a small explosion. We're already in the realm of bad before we start.

    The crux of my point back when I made this post (and I still believe it now) is that the examples you give here are all things you COULD survive. You would be mamed by all of these things for sure... but it isn't infeasible for these things to hit without killing you, even the chainsaws and Oni's club are things you could theoretically survive. All of these things are a different game to a modern weapon of explosive ordinance... a rocket launcher is something usually designed to destroy structures and vehicles. Even a grenade launcher has a very large blast radius designed to kill everyone in a room, and I think we can all agree that a grenade launcher is smaller than a rocket launcher...

    You would have to scale down a Rocket Launcher to something like the Unknown's UVX bombs to balance it... and when you do that, it ceases to be a Rocket Launcher. Straight up the scale of drop off you're talking here is taking a Rocket Launcher down to literally a pop rocket firework launcher... might burn you badly, blow a small piece out of you... but it wouldn't kill you... and great you've balanced it... but it's not a rocket launcher anymore.

    It'd be like bringing in an AK-47 that is shooting airsoft rounds... yeah they can pierce you and cause some unpleasant damage... but it ain't gonna kill you, and asking me to turn off my brain to be able to buy it as a threat, while also buying it as what its meant to be is a big ask.

    I mean to give full benefit of the doubt, I understand that Nemesis, Wesker, Pyramid Head are all nerfed substantially from their canon strength… that can all be explained by the Entity and it serving its goal of keeping survivors alive and suffering to feed it... it's not impossible for the Entity to limit a rocket launcher too since it seems to govern the physics in this world... but it raises the point of why even have a rocket launcher if it has to be nerfed so hard to point it's not longer a rocket launcher?

    The version I proposed above where you get 1 hail mary big badda boom shot is the only way I can see of it not being silly... and I don't see a way you can add that without it being grossly unfair to the player on the receiving end.

    If you've got an idea, I'm keen to hear it, but just saying "make the explosion smaller" enters a realm where you have to ask, why even give him a rocket launcher at all if he isn't launching rockets?

  • @For_The_People said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438019/plz-i-need-alexs-toolbox-to-be-buffed

    As someone who is incapable of mathing, I applaud your analytical brain and more importantly, thoroughly well written, interesting and educative piece!

    You should turn it into a series!


    🍰✨

    Hahahaha, thanks xD

    If I did, I wpuld have to call it the "IDC - Ill Deserved Confidence" series. 🤣

    Untitled Image
  • Speaking of Peeg... that neck crank though 🫣

    Would love Amanda to get a model overhaul/update to the same level of detail as Skull Merchant/Artist etc.

    You can see how their models are complete as demonstrated through cosmetics that reveal different parts of the base model, to even bugged cosmetics showing things they really shouldn't (ahem... Artist).

    Having Amanda's model tidied up wphld make combining cosmetics so might easier 😮‍💨

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880197#Comment_3880197

    Blind during charge and blink?! I cannot believe people actually think this is a reasonable suggestion lmao… she will be completely unplayable. Resetting her tokens on stuns is also unreasonable, if she misses a lunge she has to endure an extended fatigue (that its suggested she is blind during?!), she then has to almost certainly use another two blinks to get a hit and if the survivor is not injured, another fatigue and another two blinks to get the down.

    I have no real opinion on addons as I never used them personally, other than perhaps the Spoon and I used to like using the Matchbox and sending myself to Lery's for a challenge.

    With those suggestions, you may as well just rework her as you will make her completely unplayable. She has already been nerfed as much as she can as far as her basic mechanic kit goes. The only other suggestion I could make is that certain aura perks don't work on her, as they make her zero skill when you have auras from Predator etc.

    Blind during charge and blink?!

    When you read blind... did you think actually blind as in screen goes black?

    Cause I'm talking about the Blind status condition... where you can't see auras... which is exactly what you said at the end... so I think this is just a misunderstanding.

    Resetting her tokens on stuns is also unreasonable, if she misses a lunge she has to endure an extended fatigue

    If you stuns her with a pallet as she blinks, or stun her with DS, she isn't in fatigue...and this is something that is a high risk for the survivor to even attempt. It's common knowledge that windows and pallets are not effective against Nurse, so how on earth does having a power get reset when getting stunned by a pallet make her unplayable? If you stun a Nurse with flashlights, pallets or DS, you should be rewarded for it.

    I dont see where it would be broken, cause you can't stun her in fatigue, so the only way to stun her out of fatigue is if she blinks on pallet and then doesn't move out from it during fatigue.

    I think you've misunderstood something again.

    With those suggestions, you may as well just rework her as you will make her completely unplayable. She has already been nerfed as much as she can as far as her basic mechanic kit goes.

    I'm guessing alot of this stance is simply a misunderstanding, but while saying "Rework her" isn't inherently bad... its not very useful…re work her into what? Ambiguously saying "Rework her" with no qualifier leaves nothing to discuss...

    You need to at the very least give a rough idea where a rework should go, cause a "rework" could mean literally anything, and sure our imaginations could create something completely new, maybe even better... but that would not be a good direction because she already has her fans, and any change should still be identifiable as Sally Smithson the Nurse from DBD.

    This set of changes are reasonable nerfs that preserves her unique gameplay without gutting her. You said yourself she is too easy to play, well these changes give her some consistent weaknesses and counterplay she has to be wary of.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880006#Comment_3880006

    She is already massively punished for mistakes, missed lunges cost Nurse dearly with a very long fatigue. She has no recharge or range addons now (which is fine) so if you miss a blink a survivor can potentially drag out a chase by simply holding W as you recover from fatigue and recharge. If you played a lot of Nurse you understand mistakes are brutal for Nurse, she cant afford to miss any blinks.

    I honestly think a complete redesign from the ground up is the only way to fix her, as a teleporting power just breaks too many of the games core chase mechanics and she is at the point her base power cant be nerfed any further or she would be unplayable.

    I honestly think a complete redesign from the ground up is the only way to fix her, as a teleporting power just breaks too many of the games core chase mechanics

    I not 100% convinced on that argument though. Yeah she circumvents a lot of the usual mechanic, but she does also have mind games that are unique to her, that would be a massive shame to lose by making her homogenous to the rest of the cast.

    The said, the clear points that ARE a problem still were highlighted well in the OP:

    • Auras completely remove the Nurse's unique mind games, and on a good Nurse is a guaranteed hit.
    • Stunning her is hard and rare, and yet even if you pull it off, she just blinks and hits you immediately after. Also true of DS.
    • Heavy Panting makes her second blink much easier to hit, which combined with the double blink playstyle, makes even a bad blink (as a result of a miss or Nurse mind games) still a hit.
    • Torn Bookmark turns even a missed/mind gamed second blink into a hit for barely any downside.

    The other add-on changes I agree with changing, but those I feel could be lived with, so I wont fight too hard for them, however these issues are all that remains as problem elements of her design... and the common thread is either that she can't make a mistake, or that even if she makes a mistake, she still gets the hit.

    The thing is a lot of Nurse's are making full use of these things, so she feels like she's unsalvagely overpowered. However fixing these issues would mean her unique gameplay and counterplay is always honoured, and when you actually get to use counterplay against Nurse, she is a lot of fun to face.

    So in agreement with the OP, the changes she needs are:

    • Blind during charge and blink
    • Resetting her tokens on stun and only recharging on recovery.
    • Rework Heavy Panting. My vote would be give it a charge after you hit with a unchained blink, so your next chain blink gains the effect.
    • Rework Torn Notebook. My vote would be to have the current effect but, on hitting a survivor you expend all charges regardless of the number of blinks and must recharge max charges to blink again. This means after a hit her longer cooldown is always a tangible 11.7s.

    I believe then Nurse is more or less perfect. Strong, unique, but always giving real chances for counterplay. Just the fact DS would meaningfully do something vs. her would be a big deal.

  • Untitled Image

    I wanted to add more than just saying "yes"... but... yes.

    Triple Blink Nurse has a trophy/achievement, so that would probably need to stay, but agree it needs an appropriate downside.

    While we're here I'd like to open the floor to ideas to make Nurse more accessible for newer players... that would be the only part of Nurse still a problem to my mind. Something like:

    • Fatigue only dipping your view only slightly, but making survivors, scratch marks and blood spatters invisible to you while you recover would be nice. At least a newbie Nurse can keep looking around and keep an idea where they are at least.

    However it's kinda in Spirits territory... maybe if Survivors went invisible like Wraith, shimmer at close range, but invisible over a certain distance while in fatigue, since Nurse and Wraith's powers are linked?

    That might be a cool piece of lore to link them.

  • @BorisDDAA said:

    Chess merchant was so universally hated that the casual player still thinks she can do it or something. When a killer gains such bad reputation it's difficult to wash that stain away. I don't think pre-gutting skull merchant was even bad to go against. Killers like Twins have an unhealthier playstyle that needs a rework first but we all know how that turned out last time. Most killer reworks are just flops so I have no faith BHVR will do the skull merchant's rework justice.

    It's funny cause Singularity could always do it better than Skull Merchant could, and still can, and has even more nasty builds to his name... yet... not a peep.

    @TheSingularity used Skull Merchant perfectly as a scapegoat of the 3 gen meta... none of us can comprehend the brilliance of his AI machinations in the background.

    I better be quite... otherwise I might have to start worrying about getting Skynet hacked and my PS5 coming alive like a Transformer to kill me in my sleep.

  • 18ee96ea75073-screenshotUrl.jpg

    I'm sad to say I'm kinda basic with Amanda... I love this mask and I love this outfit based on Saw 3... and no matter what other combinations I try, I always come back to this at some point.

    Though I do also wanna give a shout out to my second most played character Trapper.

    18ee96f063457-screenshotUrl.jpg

    I have to have the Pumpkin Head... sorry Nurse and Knight... this is best Pumpkin... you ain't got nuthin'…

    18ee96f805c99-screenshotUrl.jpg

    Finally I loved this combo on Skully... the blood spatters, the little dirt flecks on her; I dunno what it is about this head specifically, her eyes are the same model on all skins every single time... but her human eye just looks so much colder on this head than any of the others... like your life is of absolutely no consequence to her... 🤘

  • Pleasantly I can report in my Skull Merchant games I have had less DCs. Though I can also report a lot more memeing around. I am a Pig main at heart, so someone being goofy does always make me stop in my tracks.... maybe they feel bad for me... (and to be fair when I get whooped, I get badly whooped).

    I used to like trying to loop effectively against Skull Merchant, some aspects were a little BS sure, and I wasn't completely against all the nerfs they gave her... the single scanline change if the speed was appropriately buffed would have been a solid change... but it was definitely overboard.

    I don't disagree with the Undetectable being in her kit, but having a better way to trigger it would be appreciated... you should be creating a web of drones purposely, rather than just throwing them down randomly to get Undetectable. (Which is what you do now, cause there is literally no point pre-setting traps anywhere)

    With all that said, I have to say though, I have no idea where BHVR are gonna go with her. A lot of the complaints against her just don't make sense, and I suspect a lot of them were more about feelings than logic... the fact her old version was just universally hated without even entertaining the idea of improving her, leads me to think she's a poisoned chalice, where even if SM 3.0 is somehow the objectively greatest rework ever, we're still gonna have people whining about her...

  • @SoGo said:

    I don't think Invocations should stack, especially if there are more to be released.

    I would also like to discard Broken from these entirely.

    So, here are my suggestions:

    Invocation: Treacherous Crows
    • Remove the terror radius condition.
    • Replace Broken with Oblivious.
    • Now, joining the ritual for at least 15 seconds increases the duration of the aura read by 0,5 seconds instead of speeding it up.

    Invocation: Weaving Spiders:
    • Replace the Broken with Exposed.
    • The charge reduction is now postponed in a case of a blocked generator.
    • Now, joining the ritual for at least 10 seconds increases the charge reduction by 3 instead of speeding it up.

    We've largely agreed on the invocations for this one, though I do believe they should stack (at least ones equipped on the same person), because their weaknesses are: -

    • The time investment to complete them
    • The status penalty they inflict.

    By stacking them, you are removing the time investment penalty, but you still have the status penalty.

    The issue you have is with the time penalty, you have the same issue you have for chests/totems/glyphs, etc, where you are not advancing generators, and thus you are not making your time on Invocations worthwhile. Weaving Spiders gets a bit more of a pass because the time spent directly advances the survivors objective. The cost might be steep, maybe too steep, but the time you've spent is time that hasn't been wasted NOT doing the survivor objective.

    Other Invocations will always suffer with the problem that the time investment is not worth it. Even if you made Treacherous Crows have no penalty at all, and even buffed it considerably… it'd still not be worth 60s off of gens to attain without the perk (and any future) being made utterly broken. Alternatively you could made it much shorter, and remove the risk of being found in basement as an element of the perk… but that in of itself is betraying of the deal you're meant to making with Invocations, as it big risk and cost for a potentially big reward. Weaving Spiders existing and stacking is what would make Invocations still worth considering.

    Also from a practical standpoint, having Invocations not stack, means you keep the current problem of having to "assign Invocation" to the ring, which is current done with the active ability buttons… What happens when you equip 3 invocation perks? We've run out of buttons for controller :S

  • Freddy and DBD as a whole has the same problem it's also had... Most players are casual, and casual players don't/can't think about macro gameplay.

    In the last set of stats, the top 10 killers for killrate thus:

    ca-642-dbd-0923-evergreen-deadliest-killers.png

    Notice a theme? All of these killers bar Spirit and Myers have side quests or effects that effectively force survivors to do side quests and have a good understanding of macro gameplay, i.e. management of gens, health states and where to loop the killer.

    I don't think he's too strong at all.

  • I'd be curious to find out what Feng"s voice sounded like when she's not being a squeek toy.

    But if I was to pick who I think should get it... Detective Tapp. Probably asking too much for Danny Glover to reprise the role at the age of 79... but if he's in good health, would be awesome 🤘

    As an addition for killer... screw it, Amanda Young... Shawnee plz!!!!

  • Would be a nice niche perk for Xeno, and probably Hag as well with her need to TP and swing quickly. Would also be nice as the killers in scenarios such as aim dressing or dodgy misses at windows

    It'd give the perk a place on the game beyond being a noob perk.

  • @DestroyerBG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879000#Comment_3879000

    Very nice imagination but solo que is solo que you either get morons for teammates or very good survivors and about the killer it is 50 50 if its gonna be someone with a brain or not. So sadly even if I follow these principles which should not be a requirement every game for me to think like a ######### competitive champion I will still lose and if I dont use second chance perks I will lose even further so nope sadly the realitiy is much different than your idea of every single solo que survivor being a very smart person and somehow reading minds

    shrug

    It's up to you man. End of the day I'm just another crank on the Internet, it's up to you how much faith you want to have in what I'm telling you and whether or not you want to implement it.

    Fact is, there is a reason camping is used in comp games, and a reason the AFC is banned. Yes SoloQ is not Comp, but that doesn't mean anything that applies to comp is completely inapplicable and should be totally discounted by SoloQ players.

    You can still adapt comp principles to have a limited application in SoloQ to your advantage, which is what I do regularly, and between the 2 of us, I think its fair to say I am far less annoyed at DBD than you are...

  • @WolfePhD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878893#Comment_3878893

    If I play in Solo Queue, I am required to immediately save the person on hook, or else they will attempt the sacrifice process. I do not benefit from increased hook times. The only way I can keep someone alive on hook is if I play Reassurance and force the other player to cooperate and play the match just a bit longer.

    Now that one I'm 100% with you on xD

    Leavers are the strongest killers in SoloQ 😭😭😭😭

    Nothing says spite quite like Reassurance and STB though xD

  • @DestroyerBG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878893#Comment_3878893

    I read this entire explanation and I can only understand that you think everyone is supposed to have fun implementing the anti camp strategies every game? If you have not noticed every lost game is due to tunneling and camping which is kinda sad. After the 10th you can't really say gg or even congratulate the killer. He just tunnels one person out and automatically wins and those of us who got no anti tunnel perks or don't want to use anti tunnel perks and second chances every single game just get to suffer because we refuse to participate in a sweaty game everytime. I dunno that is what the reality is. Everyone has to use the same 6 or 8 perks and if they don't they just automatically put themselves into a disadvantage and get no fun out of the game.

    You think everyone is supposed to have fun implementing the anti camp strategies every game? If you have not noticed every lost game is due to tunneling and camping which is kinda sad.

    Yes absolutely... because it's how the game works... you don't even need to take gen rush and anti tunnel perks, because the principle is this...

    If you want to stop a killer from camping and tunneling, you have to make sure it isn't easy for them to do so... how do we do that, what points and principles can we use?

    • You have up to 70s to unhook a survivor for each stage... that is about 75% of a gen. The killer needs a reason to leave, and cranking gens is it.
    • There are 3 other survivors, the AFC makes it so that even just 1 survivor should be able to trade. Use the HUD, at LEAST 1 person should be on a gen at all times through that hook stage, preferably 2.
    • The sooner you unhook a survivor, the faster they can die to tunneling. The hook is the safest place they can be. Only unhook when the killer is far, or when absolutely necessary.
    • If you get chased while a survivor is on hook, make sure you take the killer as far away from hook as possible.
    • Finally if a survivor is taking the killer away from hook through chase (use the HUD!), ONE survivor should come off gens to go for the unhook.

    If survivors follow these principles, tunneling is nowhere near as effective, and camping gets completely smashed.

    There are killers like Blight, Billy, Nurse, Spirit, etc who have the map traversal and lethality to be able to effectively tunnel off hook even while pressuring gens and hooking other survivors. That's why these killers are so strong... and in these cases you likely will need perks and powerful items to help you... but against most of the roster you can make tunneling quite unprofitable.

    Don't forget that actually if the killer manages to down a survivor next to the hook the timer will never move. No matter if the survivor is in the dying state.

    At this point the killer is not the one who wins the game it is just the survivors giving him the win almost all the time

    Absolutely yes... this is entirely the fault of the survivor for getting caught near the hook.

    And yes survivors are giving killers the win... and this is fine, because if the survivors make a bad mistake that rewards the camp playstyle, that is on them.

    I've lost count of the number of times I've been tunneled because my teammates unhook me within 15s, or loop the killer near my hook when I am getting close to losimg a stage... if I'm camped my teammates keep coming off gens to try and help, not realising that by not doing gens and not forcing the killer to choose between me and gens... they are granting the killer the one thing they should be punishing him on, time... by doing so they are signing my death sentence...

    I guarantee if you start following these rules, you'll start seeing a massive drop in how effective these styles of play are in your games... you can't stop your teammates screwing it up, but you can at least stop making the same mistake.

  • @DxDen1004 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878893#Comment_3878893

    I appreciate all of you guys sharing your opinions in such a constructive way.

    Coming to your considerations, I must say that defining the AFC system "admirable" from a game design perspective is quite an overstatement, as we can clearly see. For instance, as someone already stated, the system seems to be based on the killer's terror radius: I had a Ghostface camping hidden behind a box just inches away from the hook, and the progression bar wasn't moving at all, so no, I do not believe it is a good game design choice at all, and if I were in the development team I would have definitely tackled the problem in a different way especially considering there are killers that do not need to remain close by, like the huntress, to effectively camp and prevent unhooks.

    Just some technical aspects: in Unreal Engine (like most of the game engines out there) there is a functionality known as "traces" or "ray cast". You basically get the forward vector of an actor and send a ray for a certain length, and when it hits something you get a pawn or actor as result. This can be then cast to the player controller, in order to determine if the killer is directly looking at a survivor. THAT should be the way to do it, if you want to implement an effective AFC system, which also considers other scenarios: imagine the killer is in another room and he has no immediate, direct access to your hook (for example like it happens in RPD or Lery's). In that scenario, we can safely say he is not camping, but since the walls are quite thin the AFC progress bar fills anyway and you get a free unhook. That doesn't make much sense. It appears quite clear that an hybrid system, which relies on both proximity and traces, is necessary in order to avoid unfun camping as we saw in my video.

    So, no, the current AFC mechanic is completely senseless and I don't understand how could a developer team come up with that in the first place. Oh wait, perhaps I do: it's just the most basic, cheap and easy way to implement such a system, but like everything "easy and cheap", it doesn't really work out in the long run.

    I therefore stand with what I said in my first post: remove it altogether (or implement it properly).

    Fair play and thanks for the polite response!

    Assuming you're right, that sounds like a bug. The AFC doesn't account for undetectable or the terror radius at all, it is purely proximity, 16m I believe. It does however slow down/pause if another survivor is also within that proximity. This is because in its original iteration, good survivors deliberately looped near the hook to allow an auto unhook for max time efficiency... So maybe that's what you witnessed? However without seeing it, I can't really say.

    I was following the PTB when it was originally conceived, and the feature was very carefully balanced to ensure it didn't get affected by multiple floors and did give a brief time frame to kick gens, reload or whatever. It was very carwfully handled and its effect was imemdiate in atopping face-camping without interrupting normal play.

    It's entire point is it gives windows to unhook and trade, which it does even when injured or against instantdown killers, which it does absolutely does compared to not having it. It succeeds providing these windows of counterplay as its the entire purpose, and the counterplay is a macro counterplay, not a micro counterplay.... so I'd absolutely call it a triumph.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878856#Comment_3878856

    Yes, people think because you queue up with others that you MUST be on comms.

    Yesterday I was playing a 3 man SWF and I was going against a Hillbilly with a random Nancy who was smacking my butt three times, I returned the favor, and we had a nice little exchange where at the end gate I looped him for a bit and she flashlight saved me multiple times in the end game scenario. Very good player, obviously.

    After the game, she friend requested me and she is a PC player (while I'm on console) and in any situation that I'd play with this person - we would have zero comms. Just because you queue up with a person doesn't mean that you will have comms — so, thinking that all SWF use comms or no comms is a mute point. Sometimes people group up with others because they recognize skill potential. I've played "SWF" with random PC players who have added me and some people in this forum might think I'm using "comms", when in reality, all you need as a survivor are people who know how to actually play without throwing the game.

    Oh I get that, but there is no way to determine if players are on comms or not, since even cross platform you can have comms via discord.

    I have no illusions I'm in the minority here, I am just saying that I'd prefer this system in SWF, as even without comms, having a drafting system or just being able to see each other's builds with this limitation, where moat left player would take priority on perk choices, would engage me personally much more in SWF. 😅

    However I'm an old school s2-3 Jungle player in League of Legends, the kind of player that naturally had to think about team compositionas a regular part of my game strategy since carrying from the jungle wasn't really viable back then... ofc beyond team chat and pings you had no comms, so you had to do a lot of this kinda things.

    S4 onwards wanted the jungle to be able to carry, so that need to thunk about team comp was greatly diminished.... I eventually quit the game because if this shift in mentality.

    So I'm more making a suggestion of what I personally would like to see... knowing full well moat won't agree 😁

  • I disagree, it isn't a failure at all, from a game design perspective it is doing exactly what it is intended to do, and I think it achieves that admirally… and your issue lies in the fact you're only thinking about what the AFC gives you personally, and not thinking about the AFC gives you in terms of all of the survivors as a team, which is a complete counter to camping strategies when used correctly.

    You can see this in how different types of players react wildly different to the same feature:

    • For more casually minded players, they argue it doesn't really do anything.
    • For more competitive minded players, they argue it does way too much to restrict the killer and is a broken feature that should be removed.

    So why is there this disparity?

    For most survivor casual players, they are primarily focused on a micro scale, i.e. their direct interactions with the killer. Their gameplay goals centres directly on their chases on a 1 to 1 level, and camping gives them a directly negative chance of surviving the game, with no new killer interactions, and thus an overall bad experience.

    Survivors with a more competitive minded mindset however are looking at it on a more macro scale, i.e. how this interaction affects the killer's pressure in trial on the survivor team as a whole. A killer who is camping out a survivor on hook has no pressure on the actual trial and gens, and thus the survivors as a group sitting 3 people on gens gain an enormous amount of uncontested progress and very are likely in a winning scenario.

    The teams overall chances of survive massively benefits a killer camping a survivor on hook if the survivors use the time the killer gives them.

    Well this game isn't comp… you shouldn't be comparing it to comp…

    What this means in a nutshell is the reasons you guys believe the Anti Face Camp system sucks, is because it simply doesn't prevent camping (by design)…. and you don't want to be camped. Camping directly negatively affects your individual chance to win, thus semantically there is no real significant difference really for you between being face camped or proxy camped… however that is not the AFC's purpose.

    To successfully camp out a survivor, the killer must maintain a distance from the hook, which means when combined with the removal of the hook grab, it is almost impossible to make a scenario where a survivor cannot trade. When survivors are playing the macro game, focusing gens and using the fact this killer isn't pressuring them to camp, the survivors as a team are gaining a massive advantage, getting gens done entirely for free over the 70-140s the camped survivor is on hook… the killer is putting themselves at a massive disadvantage IF the survivors take full advantage of it.

    If the survivors as a team work on gens unimpeded, and only move towards hook when the timer is getting close, then due to the distance the killer must remain in range of the hook, they have ample time to make the trade on their terms. If they have further anti camp/tunnel defences (OTR, DS, Blood Rush, Reassurance, Camaradarie, Shoulder the Burden, etc.), they can put the killer even further behind, to the point they are likely looking at a 1k maximum, or 0k due to the killers extreme lack of pressure for such an extended period of time.

    Your issue is most SoloQ players don't understand these principles, and do not make use of hook timers anywhere near as much as they should…. but you absolutely can employ these principles in soloQ to great effect, and if you play with these principles in mind, and have a team of SoloQ survivors who understands this principle as well, you will be surprised how much more difficult life is for even strong killer players, even as a SoloQ player.

    Why I believe the AFC is great

    So to my mind the AFC is a great feature. If you exploit all the mechanisms the game gives you (notably hook timers), you gain a huge appreciation for this feature… tactically thinking about what benefits the killer the most at any given time, and then denying it makes the AFC a very strong feature to play around.

    However the double edged sword is you also gain massive contempt for survivors when the entire team comes off gens to get you off hook while you're being camped… if no one is on gens, there is no benefit to the team for you being camped, and even worse, no one is creating a scenario where the killer has to choose between camping or leaving…. and that is extremely frustrating to watch with your yellow auras.

    In short, the AFC is a much bigger part of the tactile macro gameplay of DBD, not the direct 1to1 micro gameplay… and as a more tactical player (with meh mechanics), this feature gives me a method to shine in a game where my shoddy mechanical skills let me down ^^

  • SWF must exist for the life of the game, and you can't impose strong limits on it otherwise you would massively hinder the appeal of the game for many players.

    That said... Since a lot of people want voice comms, it would be cool if you could queue with a remade, queue for "true solo" with no voice comms, and queue solo with voice comms... however being in a SWF or in a voice comms group limits you to 1 copy of any perk and only 1 of any unique item for each person using cooms in that group.

    This would mean playing "true solo" frees you up for any build you want, but playing "comms" means you have to compromise on build variety and look for team combos.

    I can only speak for me personally I would actually consider playing SWF more.... Outside of banter with people, I don't really find playing SWF interesting. If you could pose the suggestion to use different builds, then cool, but you need a mic, then you kinda have to be "that guy" to insist on it, and who cba to go through that rigmarole of trying to get everyone on board?

    If you mandated it, maybe even included a draft system, that would for me make playing in a SWF far more interesting, cause you're actually thinking about what your team are doing, who is good at what and what role they want to fill.

    This would give a little more wiggle room for the strength of perks and items, since SWF would be reigned in a little, and we wouldn't have this issue of "SWF can spam this perk" all the time.

    This of course wouldn't happen... but I'd certainly find this a lot more engaging... kinda like dabbling in comp... without going full bore into comp...

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878404#Comment_3878404

    Come to the dark side… Find your mouse and keyboard, and become one with the force Entity.

    120 FPS skillchecks? Oni/Billy/Blight flicks? Reshade? Actually being able to see vs. Dredge or on Decimated Borgo? A genuine aim on Xenomorph rather than hoping the hay bail doesn't have a wayward straw sprue to block you? The actual ability to look around basement for Insidious Bubba's without feeling like you have to swing a bus round?

    Untitled Image
  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877655#Comment_3877655

    We can hope it will be soon and they won't screw it like Twins…

    She is so bad now, especially because survivors don't get detected on fast vault. That makes her unplayable.

    There is so much wrong... 😭

    I run bamboozle to somewhat mitigate that issue… but the perma visible scan lines within a limited range is what really kills it for me...

    I have a thing for Pig, Myers, Trapper and Hag cause I love the set up into eventual pay off elements of those killers (even if not strong)... and I liked Skully for the same reason. Have a web of drones up, and deliberately take a suboptimal loop path to push them into it...

    Skully got everything taken off her... timing her scan line anti loop, her ability to create a web of traps, her speed boosts... everything that made her fun.

    She wasn't perfect, I did feel the double scan line at tiles was a bit much of a zoning tool that meant you could lock it down without even using her rotate ability… but this nuke was biblical.

    I don't know what BHVR intend to do with her, I don't really care if she's a little weak as my above list of killers shows... I just want her to be able to do something 😩

  • @DestroyerBG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878396#Comment_3878396

    Alright did it I uninstalled this game :D I am not gonna be touching it for a while now I think. Honestly just too annoying to see toxic survivors and killers. I just want to beat them up for being such rude human garbage honestly. They deserve to be beaten up badly for being so rude to everyone

    Meeeeehhhh, it is what it is really... if you're finding it more annoying/frustrating than you are fun, it's good to take a break from it.

    For some reason I'm generally quite chill about DBD, sure I get mad from time to time, but I used to be a proper rage head back when I was playing things like CoD4, TF2, CSS and LoL.

    Not really sure why Ive mellowed out, the game just seems to click with me.... and I suppose after you've been in a toxic war involving mothers and various global diseases over the mic with a bunch of Chavs in a ka_soccer Counter Strike server... a few tea baggers or ground humpers do little more than raise an eyebrow... and start to look kinda adorable really on that scale 😅

  • Hahahahaha! I love Hangman's Trick... actually amazing to give an anti slug for the 4k perk for hatch... and I hate SoHers... I might perma run that perk xD

    Pretty much agree with everything. I would like Hexes to be changed to only light up when they gain a token/are triggered for the first time. I think that change would help across the board (with Haunted Ground lighting up after 45s or another Hex Totem is lit, whichever comes first).

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878582#Comment_3878582

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878396#Comment_3878396

    Off topic but I been meaning to say I love both your names and your both jesters to boot xd.

    On topic yeah its been bothering me thst there has been a trend of perks thst makes no sense why they are being touched, No one on either side complains or only maybe those 1% or less weirdos who do.

    To add too post there is this issue with what I call 2.0 perks. I give small examples to not make this long

    Self care vs strength of shadows

    Calm spirit vs harden

    Quick and quiet vs cut loose

    Finesse vs Resilience

    When you read the info of them usually the vanilla ones has a slight edge such as being immediately useable yet has far more drawbacks vs the 2.0. However the 2.0s while stronger tend to have prerequisites that wastes time to get the benefits like harden but no drawback once said prerequisite is done.

    Cheers lad 😁

    Also a reasonable observation. I suppose this is the natural way it goes as ideas for new perks become harder and harder to come by.

    Though in fairness there are some pretty cool and unique perk ideas from the fans time to time... but it's up to the folks upstairs in the end I guess 😅

  • Does feel with the availability of clocks, the immunity should probably be dialed back to 20s...

    There is an argument to remove it completely tbh... I don't think he'd be busted even then...

  • I find the never ending buffs to survivors funny in 2vs8 xD

    Like I always have a blast in the mode as either side win or lose, but it makes me laugh just how many cool things survivor get, and people STILL keep complaining about getting wombo combo downed by Killers. It's like dude... how many buffs do you want!? XD

    My favourite memory was looping a Wraith whike injured for a solid 40s, won every mind game at every pallet and window, was about to pick pocket this man again as I threw a pallet and stunned him, started to turn to run...

    Off the edge of my screen I didn't hear him coming at all cause the chase music drowned him out... an absolute tank of a Trapper flew in from the left of my screen and proper tomahawk clotheslined my Kate into next week , full backwards somersault animation APA Bradshaw Clothesline from Hell style.

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    I was wheezing... I couldn't see through the tears of laughter 🤣🤣🤣

  • Any killer worth their salt gets annoyed when a survivor quits, especially when unprovoked, because a free win is meaningless. By the same extension Killers should hold themselves to the same standard.

    Every killer you've ever met has at some point or another been bullied in their DBD career. It's a trial by fire, and a chance to develop your skills against players making things much harder for you.

    Don't be like a quitter Survivor, no one likes those guys other than fellow quitter survivors. If you keep playing and pressing no mattter what, they will eventually run out of pallets and have to complete gens or you'll start killing them. Take it as a chance to grow and learn, and who knows? Their overconfidence might even result in you killing a bunch of them.

    Under no circumstances is it ever acceptable to quit as a killer. It isn't as a Survivor either, but you know, there's more of them to have enough bad eggs to echo each other and say that selfish behaviour is OK.

  • I am so proud guys... I escape over 33% of the time as a console player (damn you great skillchecks), without running exhaustion perks or strong toolboxes/medkits…

    Imagine what I could do if I ran meta and 20% of my games didn't have some dork throw a hissy fit and quit/throw the game for no reason! 🤘😁🤘

  • @CursedPerson said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877886#Comment_3877886

    Not really, many of the newer packs have lots of restrictions and/or downsides. I made this post because they took 1 step forward then 2 steps back buffing wake-up then also nerfing it with downsides.

    Well yes for new perks, though I'd personally prefer BHVR err on the side of caution rather than make another MFT, DH or H:TotH situation.

    We've had so many perks buffed to be really good now, such as DS, Resurgence, Babysitter, Blood Rush, WGLF, Grim Embrace, etc, etc.

    I see potential for Invocations, and Weaving Spiders is good if you use it properly, however Treacherous Crows badly needs an Overhaul to the entire concept of Invocations.

    Shoulder the Burden is also good if you use it properly, problem is people tend insist on getting the value even if it's not a good time to use it, which I myself am guilty of. If you've been hooked already and you StB, that's a bad time to use it... you should only use it if you are 0 hook stages and another player is at 2. I'd combine it with something like Vigil and Sprint Burst if it were me, maybe Camaradarie or Blood Rush.

    Honestly the big issue I have with StB is killers don't tunnel enough in my games, which I can only assume is because either I am so lucky to always get the nicest killers, or because I observe good unhook/gen discipline, I make it very unprofitable for the killer to tunnel. 🤷

    Anyway I'm an off meta player, and the number of good perks available to me for builds now is quite long.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877989#Comment_3877989

    It's akin to people choosing or avoiding different survivors based off how loud they are. IDEALLY, the different skins wouldn't be bugged at all, but I really can't blame people for trying to mitigate it. It's just odd that BHVR would notice a sound bug and choose to break the sound on the new skin as opposed to fix the sounds on the others...

    That's fair xD

    When you say it like that, it is pretty funny xD

  • Jane and Danny clearly shop at the same store.

  • 194b26b3e9d22-screenshotUrl.jpg

    Adriana looking so good! 🤘

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877977#Comment_3877977

    Kinda different since the "advantage" was just how the killer is SUPPOSE to be. Can't really blame ppl for trying to avoid a bug.

    I mean... regardless of whether or not something is a bug, having differing behaviour based on which skin you have is something that shouldn't be tolerated or expected in any game...

    So if you buy a skin you don't want, just to acquire behaviour that is unintentionally unique to that skin, it's kinda on you if that unique behaviour is then patched out and you no longer want the skin.

    Would it still be a scam to fix the other skins to not have the bug? No one I think would agree, and yet semantically there is no difference in how much of a "scam" it would be as defined here.

  • I've been asking for a brown add-on for it ever since they announced it, and still think it'd be a great idea.

    It would be a great callback to OG Billy, and it would be very useful for players wanting to learn to curve round tiles with Billy using his basic chainsaw without having overdrive constantly charging up and throwing any attempts to build muscle memory off.

    The Counterweight add-on is trash with no tangible benefit, and is actively detrimental to attempts to learn Billy... I'd sack this add-on and bring this new one instead.

  • While I sympathise with this being a difficult issue for you, the whole point of horror as a genre is that it explores and challenges you with disturbing and distressing concepts and ideas.

    Bad thing happen to good people, this is a fact of life. Things like this do happen to people in real life, and is a genuinely traumatic and horrific event that makes complete sense as subject to use as character backstory in a horror game. Everyone in the world has their own baggage and issues that affect them to different degrees.

    As a comparable example, the Texas Chainsaw Massacre was based on real life events, do we ban that because the people who's family members and friends who were murdered and cannibalised would be offended? What about people who have family members killed by serial killers? If we remove things from a horror game because they offend people, we might as well remove everything in the game.

    @Memesis said:

    Yikes, yeah just read those too. "She should've been tougher, capable of breaking free of that guy on her own". I get what it's going for, but they should really at least re-word that.

    I also disagree with this as well, because anyone who has or knows someone who has endured this kind of trauma understands that this is the kind of internal thoughts a victim of such a thing tends to think. They tend to blame themselves for allowing it to happen.

    This line is reflective of Susie's (Julie's?) internal thoughts, not a statement to victims on how they should be able to handle this kind of issue, and this should be quite evident to anyone not trying to make a meta social statement about it. (Not accusing you of that BTW, but failing to apply appropriate context is a common failure of discussion in online media around things such as this). 🤘

  • That Blight skin convinced me, I don't really like many of Blight's cosmetics, but this one reminds me of Nomak from Blade 2

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  • I feel like these kinds of things are being fixed now, we've had kinda a renaissance where a lot of perks are being made a lot better now.

    Build diversity right now on both sides is probably the best its ever been.

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