UndeddJester
UndeddJester
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@Iron_Cutlass said:
I think the Skeletons should honestly move downwards over time, this way shots from far away (that take more skill to hit) are not easily negated by crouching (you can still dodge between the gaps since the further they travel, the wider the gaps are). Weaker up close, stronger further away.
That's an interesting one. With the right animation gets this kind of feel about it (2 mins 15secs):
https://youtu.be/d1p4d5kXPlM?si=invCOo1H3FaU-Oa6 -
I think I'm correct in thinking a clockwise timer on the perk is cooldown/charge and a anti-clockwise timer is remaining duration… thinking mostly about Blast Mine and alike 🤔
The duration timer on Bamboozle is a solid QoL and should absolutely be a thing.
Counterforce needs tokens as well please.
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@VomitMommy said:
I would understand to disable pain res if survivor dies, not really % nerf...
Pop should get 25% imo.
This would have been my nerf.
The problem is mobile chase killers can down and hook, get a pain res, and then race away, exert pressure and score hits, maybe even downs while that first player is on hook. Then as soon as they unhooked, race back and tunnel that player out, while still getting all of Pain Res's value.
Disabling when a player dies is a natural anti-tunnel tool, as the rest of Pain Res's design already helped the killer maintain pressure even while not tunneling.
I haven't felt the nerfs really myself, as I'm not super competitive anyway. I always play to win, but I often give hatch or let 2 escape once I have 10 hooks, so I don't tend to run more than 1 gen slowdown perk anyway... but I imagine for people who have been, their probably experiencing a bit of a system shock right now.
I have found I now freely throw Pain Res and Pop into my builds without it feeling cheesy now... so that is good.
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@Xernoton said:
Wrong. Lethal Pursuer is a healthy perk in its current state. Every perk the killer uses for information is a perk they can't use for slowdown and info perks do absolutely nothing by themselves. They only become useful when the killer actually does something with that information like using it to find and chase survivors.
The killer can only chase survivors they can find and the less information they have, the more they will rely on what little information they do have, which means camping becomes more prevalent as does tunneling as a logical consequence. You cannot expect killers to walk around the map and look for survivors anymore. That doesn't work.
The pace of the game does not allow for that. Survivors spread on gens and progress the game so fast, that the killer has no time to lose. Walking across the map without actually finding someone is easily 10-20 seconds of free gen time for up to 4 survivors. That is a total of 80/450 charges, which is about 1/6 of the progress needed. Keep in mind, that could happen multiple times per match.
Lethal Pursuer is a perk that helps the killer get into the game faster than they otherwise would. I fail to see how that is a problem. It doesn't work in chase and it doesn't directly affect the survivor experience. It does however help greatly with inconsistent spawns and it allows the killer to play smart because they can see all 4 survivors at the start of the match, which serves as an indication of their position after the first chase.
Lastly, I want to point out that all killer perks can be divided in 3 categories. Info, slowdown and chase tools. Slowdown got nerfed and is also complained about, chase tools are unfun to play against because the only interactive part of the game becomes very one-sided and now info perks are complained about as well. What is left? Distressing?
Fantastic take. Take a bow that man.
It's interesting how the usual counter for calls to nerf Windows of Opportunity is "It's just an info perk"... yet that seemingly doesn't apply to Lethal?
It only works once, right at the start and otherwise needs additional perk investment to have further value... perks that can't also be gen slowdown... it's a simple equation, if the killer isn’t going to regress the hell out of gens and stall the game, they instead need to ensure they are efficiently going for survivors... and it can all be made for naught with a couple of Distortions...
Secondky, isn't the chase supposedly the "fun" part of the game that everyone loves?
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@GeneralV said:
This is very elaborate, my friend, well done! I remember you said you were trying to come up with an interesting idea for Freddy, and I'd say you've succeeded :)
Also, thank you so much for your support <3
You know this journey of mine for Freddy is long, and all support is sincerely appreciated.
Cheers that man! I'll absolutely take that validation from the man himself, even if this thread dies forever and is never seen again xD
I knew part way through this was probably going overboard, and this version will.probably never see the light of day... but in the end I thought screw it, let's have some fun... who knows? Maybe some of the idea inspires someone to think of something better 😁
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No love for Twins?
Not even a "That's an awful idea" 😢
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Problem I think Iron Will has is it requires you to be very clever and have nerves of steel to use it effectively... it's strong in tbe right hands, but for your average players base, it's bullcrap and chips...
I personally think it's current implementation is fine as is, if it were to be buffed, maybe it could gain perhaps a nice little secondary effect. Nothing too major, just a benign little QoL improvement...
Something like suppressing pools of blood when standing still or crouching for example.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734816#Comment_3734816
I don't believe they do all 'automatically pop'.
If it's something like "throw 500 hatchets" or whatever, then it will pop the next time you throw a single hatchet.
But if it's a unique condition, it won't trigger until you acheive that unique condition again.
How weird… that sounds like a bug… especially given the original bug was popping things on sign in, so the intent seems to be have everything pop as you sign in… how rigorously has this been tested? I fear the big issue is you can only do this once… so you have to be sure to get everything the first time…
Would be a good test for someone with 100% completion on the PS4 version to get a PS5, migrate their game and see exactly what pops and what doesn't. is @jamally093 that hero? 😏 -
@MarbleThrone said:
It's not an instadown if you're injured. That would be if Victor could down you while you are healthy.
Victor can be tricky to dodge but it's by no means impossible.Regarding OP, I still think Victor should be rewarded for longer leaps myself and punished more for point blank leaps. Might make a thread for it in feedback and suggestions.
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I'm confused, the ps4 and ps5 games are linked on PSN. If you upgrade to PS5, all of your trophies carry over on to the ps5 version. They automatically pop.
There was that massive bug that gave trophy progress every time you booted the game when they implemented it…
Or am I missing something?
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I've wondered how far you can push TR to the point it becomes like a quasi stealth perk... after all if you always hear it, does the terror radius really give away your position?
I have used Myers before with M&A and Rabbit, with Coulrophobia and Infectious Fright to make my t3 while in chase a little nuttier... I might throw Distressing on as well for giggles xD
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734003#Comment_3734003
In the short run maybe, in the long run it will go wrong eventually.
I mean that's basically what you should do, no taking unnecessary risks and knowing when to not try… Nobody gets a better result when you try to safe against the facecamping bubba with noed.. But that is also implied by playing in a way that increases the odds of your team getting out.
That fully depends on how good of a player you are… If you are the best looper in the team then that decision was god awful, otherwise it might just be.
Not sure we're talking about the same scenario... I'm referring to each game being a brand new soloQ game with 3 random other players each time... being the altruistic team player in this scenario will lose out to the pragmatic player, working together enough to get help, but knowing the moments when to sacrifice other players for your own benefit...
As a simple scenario we can refer back to the OPs post... they looped the killer for 5 gens... could the other 3 survivors have gone for the save and had a decent chance of getting them out vs. A Blight? Sure. Do they have to? Absolutely not... and in regards to their own survival trying to save them is the worst decision they could make over just leaving.
So my point is the goal of the game for survivor is survival, and that should be the goal. It's a valid mindset to say once the gates are open, your contract with the rest of the "team" is now effectively null and void.
Of course a lot of us don't want to survive from someone else sacrificing themselves... a lot of us would rather die trying to save them instead, which is another trope of horror... knowing you could have escaped, but can you accept the cost? Especially knowing you COULD have potentially made a difference? The decision to go back and help is yours, and yours alone... but ultimately that decision to go back must be worse for you than just leaving...
So I suppose what I'm saying is... the decision to go back is given meaning by the fact you could and probably should have escaped... and I think the theme of the game irreparably suffers if you remove the idea that going back for the save is a personal sacrifice.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733953#Comment_3733953
And it is fairly obvious that we need a certain amount of altruism because otherwise not all gens get done, people die on hook and everybody just sandbags each other so one might get hatch... Truly something we should want...
As far as I am aware the mmr already takes into account how many teammates made it out when calculating gain or loss..
Overall in dangerous situations working together is the only thing that makes sense and you need to rely on each other, because no one can just make it on their own, bring selfish would just lead to being excluded from the group because that person would be a risk towards the safety of the group. That's basically what society does all the time, it tries to ban behaviors that are a risk to the group, selfishness does not help that goal, not in dbd and also not in real life.
I am not saying you should necessarily die for your mates, but even that might be the correct play at some point, but you should make sure that no one dies on hook when you don't have a first hook stage yet... It is pretty basic and should be rewarded or even somewhat taken into account when it comes to calculating the mmr or the outcome of the match as a win or a loss.
Yeah I totally get you, truth be told my own shortcoming in this game tends to I'm too much of a team player and tend to be more altuistic than I should be...
However the way I look at it is, realistically if you want the best chance of survival, convincing other people you're a team player long enough for them to risk their life for you, and being able to be selfish at the opportune moment to save your own skin is the best strategy to survive. A traitor who plays their hand well enough to the point that it isn't obvious they are a traitor will most likely find the most success...
It's like that hypothesising what you would do in a horror scenario question, and I very much doubt I would survive most of them... but that's the nature of these kind of encounters...
It is rare the truly brave players live... it is also rare the obvious cowards/untrustworthy people live... it would often be the person who is able to cut losses at the right time and knows when to save their own skin over someone elses that gets out alive. Not that it's a good thing... but it's likely the truth. 😏
I think Schmuckles proved this by playing Distortion and Sprint Burst as his anti-tunnel build instead of Decisive and OTR. This build basically near ensures you are never the first player found/caught, and thus are not the one who gets tunneled... it's not a direct screwing over of teammates, but it is a decision that puts someone else in the firing line ahead of yourself... and that will often give you much better survival chances 😁
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733939#Comment_3733939
Maybe not to survive, but you could change the win condition more towards a your team needs to win/escape and not you individually for it to be a win, basically force players into playing less egoistic. Debatable whether it would be a good addition, but you would not necessarily need to break the game entirely to do so.
It is a survival horror game though... being selfish and looking out for your own skin is a more viable means of ensuring your own survival is it not?
Were all of this real, true to horror, the heroes die, the cowards live... Not necessarily saying the gameplay is better for this... but for the theme certainly is... and without the theme what we basically have is a glorified game of online tag...
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Quite simply for a 4vs1 game to function, it should be almost impossible to win the same game in a 1vs1.
You have to be, by the very definition of the game, reliant on the actions of teammates to survive... there is literally no change you could implement that wouldn't make that true without fundamentally breaking the game.
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733900#Comment_3733900
But then, you should think that Pyramid Head is actually a better artist right now… As he also has a ranged power like Vecna that does go through walls, is not crouchable, it does wound the survivor and is totally spammable..
In fact if you made Vecna spell not crouchable, i think it would be kinda similar to PHead, with the difference that PHead single hitbox is far wider and the attack comes faster. Also he doesnt need to wait 38 seconds to use it…
I still think that even if you made it not crouchable, as a ranged attack Artist would still probably have the better one.
Edit: Also lets not forget that Artist power goes through all map, so it can be used to harass survivors that are on gens on the other side of the map.
Well, I do think that Pyramid Head is better than Artist, but in relation to this specific debate, Pyramid Head's immediate Lethality is obviously a plus, and the fact it's a much shorter cooldown between strikes is also a plus. Where it falls off is its a narrow shot that can be relatively easily juked, whereas Artist can (with some setup) create a very difficult to escape scenario for the survivor.
Artist Crows have the benefit of allowing you to zone off a pallet/window, to get an easy M1, but you can achieve a similar effect with Pyramid Head by faking the PoD and forcing the survivor to peel off the window/pallet for a free m1. Artist can't reastically reactively pull up a crow and shoot at a window or pallet like Pyramid Head can, she kinda has to take some time to set up her Snare first.
How this all relates to Vecna FotD is he doesn't require any of this set up, he can just throw it. It's got a long CD, but he also has options like Mage Hand and Fly to work with pallets and windows as well, as its not particularly clear which one he is using.
I will accept FotD is weak, but we have to be very careful buffing Vecna, because he is a complex character that can spiral out of control. FotD seems to me to be a tool to mess with survivor looping parhs and timing. It works right now as a "don't vault that window/throw that pallet" tool, and also has potential for sneaky snipes through walls if you can incorporate undetectable into your build.
Maybe it is a little too easy to avoid right now, but I think making it non crouchable would make this spell an excellent anti loop/windiw/pallet tool that would push Vecna into being oppressive.
The only buff I want on FotD in these early days is change the Skeletons look from the neon candy purple they are right now to the looks he has in his character preview screen.
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733828#Comment_3733828
Artist can totally secure hits at any loop without needing pallets or windows by placing a crow and making the survivor to chose into going into the crow or Artist herself. Even if Vecna FotD wasn't crouchable is still dodgeable due to the tiny hitbox the skeletons have.
Yeah, but it's a scatter shot that doesn't have to account for:
- Needing an initial hit with a single crow.
- Wait through a 5 second cooldown
- Set each shot of the scatter again individually over 1.5s
- Trying to set the shots while accounting for a survivor juking.
- Having only seconds 8 seconds to repel, giving a 3 second windows do all of this before the opportunity is wasted.
Vecna's Flight of the Damned is far less effort on his part to throw. Obviously it doesn't have the same zoning power as Artist, but it's does the job of blocking off a window at the right time, and can surprise through walls (which Artist crows can't really do), while also being far less effort to use...
So it can't be made too good, because Vecna would be able to achieve similar effects to Artist, while having way more tools and options in his kit.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733802#Comment_3733802
Yes, I know Vecna has his powers restrained by the entity via the Mark of Negation. What does that have to do with my opinion on how I feel like dodging FotD should work?
Problem with making this ability able to hit while crouched is it basically becomes a better Artist Crows. Vecna would literally just be a better Artist, with map mobility and far more versatile anti loop.
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Unfortunately this kind of thing happens often, and has been happening all across the industry.
The company I work for did the same thing a few months back, and it was scary cause they announced it at 10am in the morning and said "we'll let those of you who are affected know via private e-mail by 5pm today".
We all sat trying to do a day's work, not sure if we still had a job at the end of the day... Thankfully I'm in the UK, so at least in my case it would have a notice to serve... but our colleagues in the US could literally lose their job on the spot...
Although it's not surprising to hear this happen to BHVR, and being a professional in the industry you understand why it happens, it is a horrible experience all round. Everyone feels crap about it, whether its the shame and heartbreak for lower level manager/team leader who has to tell the employee (sometimes their friends), the stress and worry for the people who lose their jobs, or the guilt and loss for the people who keep their jobs. Just a sad experience for everyone.
Much love to the people of BHVR and to anyone who has had to move on, hope you're all doing OK 🧡
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@Sarrif said:
Same reason why survivors don't see the killer in lobby. Personally I'd be fine if both sides had that information.
Sounds like a good idea, until you realise you'd never get a game.
This was before Billy was buffed, so you can bet that isn't the same value anymore.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733141#Comment_3733141
And great practice for you using Distressing and promise not to use stealth, right?..... right?
I can imagine someone having a recording of Pig's knife unsheath, and randomly playing it behind you throughout the day... then just watching the PTSD take hold.
When you're working at the office, at home eating dinner, making a hot drink... "...thitt" 😈
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@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732872#Comment_3732872
True but this is now what all this killer is about. Raw pallet scamper probably needed to go but with the window one being also gone he feels fairly one-dimensional.
Forgot to add in my post above that his other major trait is being third person, which adds more into the argument his camera should behave differently to other killers.
If BHVR want to keep his regular vault locked then OK I guess… but surely we should be leaning into his unique gameplay more than just giving him what is effectively a better Pig Lunge.
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@Nun_So_Vile said:
Chucky mains know where i'm coming. They gonna release Vecna as is and take Chucky's knee caps out in the same patch…smh
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733121#Comment_3733121
I don't get why Amanda has to be on a watch list. Maybe it's for the better though and they finally realize that her strength lies in miscoordination on the survivor side.
One can hope.
Chucky truly got the sledge hammer. Why did they remove scamper at windows???
What is frustrating is they nuked his pallet and window raw scamper... pallets I get, but windows is a bit more of an eye raise... but whatever fine...
However although they gave him a cooldown reduction, they didn't address any of his issues while scampering during slice and dice. Scampering is his unique trait, but scampering during S&D is useless cause it yanks your camera behind you as you do it... it totally screws with your S&D aim so you almost always miss.
He's a third person killer, why is his camera being dragged behind him? He's like the one killer that shouldn't happen on.
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Edit: Scamper at Windows should still be a thing regardless.
Other than that I'm OK with the changes myself… but there is a QoL I have wanted on Chucky since day 1. When I played him, I actually didn't know about the raw Scamper under pallets into M1 when he first came out, I thought you could only Scamper under pallets or over windows during Slice and Dice.
I spent 4 days trying to play like this, and the constant problem I hit was that my camera got pulled behind me every time I scampered, which meant my facing after my camera got yoinked was not pointing where I wanted to go, and I'd lose part of my slice and dice turning my camera back to where I was aiming before, which was usually not enough to reach the new position of the survivor. Obviously they are not standing still while I'm scampering, so unless they ran in a straight line, I'd often be left with literally no chance of landing a hit.
A PC Chucky might still have a chance of flicking his aim to hit it, but as a console plyer, I literally can't salvage my S&D aim in time to do anything before it runs out. He's a third person killer… he's the one killer whose camera shouldn't be touched at all by vaulting, but especially during his S&D.
Scampering on Chucky is like his unique trait…. but for the sake of a more interactive encounter I'm happy to lose the raw scamper under pallets… but please free my camera when scampering. I have a 90 degree lock on my aim already with S&D; at least let me aim my slice and dice without yanking my camera off my target part way through.
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What's wrong with tall girls? You guys no like Muscle Mommys? I think she looks pretty cool myself, it's nice to see a non-twiggy female survivor.
Also, in the name of diversity and inclusion, if we're really thinking about it, I can see the trans community taking a shining to her. She has a body that is still obviously female, but is also has a physique a little closer to that of the average trans woman. She certainly has a FAR stronger argument to being identified with as a representation of the trans community than the Unknown was (I still see that comparison as ludicrously weak), but we all saw how that somehow became a thing.
That said, there is the undeniable fact that according to D&D lore, elves are smaller than humans… this might have worked a little better with a female half-orc or something….
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733002#Comment_3733002
Sure, but the point is if you don't only have 1 or 2 meme perks there is quite a big pool of them so you can switch between them and have variety without stuff getting old... Making Wesker accidentally vault a window for example never gets old in my mind.
Ofc it would motivate more people to run such perks if they are actually good, but then they probably would not use them to meme around, which is fair and all, but the main goal should be it's meme potential, as there are otherwise enough strong perks or at least concepts that could be improved to become strong perks.
As for bardic inspiration, not sure about it, but I think depending on your roll it might actually be a good perk... Btw. Did they remove the teeth thing while playing lute? I hope not as that was great ^^
Yeeeah, that's a fair point I suppose, with enough to choose from, the cycling of novelty would probably see more meme perk usage. As you say, if the effect isn't complete trash would probably still see usage.
Did they remove the teeth thing while playing lute? I hope not as that was great ^^
Ahahahaha…. I don't actually know… I was too busy dancing at the time to pay attention… but if I see it again I'll check xD
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732983#Comment_3732983
I would not say they need to be good, they need to have an effect that is not entirely useless... People that want to run meme perks just need options to do so... What can you currently run if you want a goofy build and get some value or funny moments out of it? Those 3 perks + how many more?
When you plot twist to make wesker vault the window instead of hitting you then you don't play to win, the effect is obviously not really good in that situation but it is funny, and that's what matters... You could make a perk called die of cringe and make it have the effect that if you tbag the killer 20 times while 10 m away from him oyu enter the dying state.... And I am sure people would run it, because it would be hilarious... I am not expecting meme perks to be good, I am expecting them to be funny.
LoL, here's to making Die of Cringe basekit xD
I suppose my point is, that a perk that's funny and is otherwise useless would get ran only until it stops being funny. Like the new Bardic Inspiration perk, right now, it's new, and funny to play it in front of the killer. I myself started dancing with Plague for 10 or so seconds when a survivor did it, and basically threw the game, even though I was still playing to win, I couldn't help myself. However for every person like me, there are plenty of players who would just ignore it and run the survivor down immediately.
Interactions like this would make such a perk be funny for a couple of games… but it'd quickly lose its charm. Obviously Bardic Inspiration has got its primary uses, but this interaction of memeing with the killer will stop once it stops being funny. The only way it stays something that people do, which is the point of the OP, is if the perk outside of memes is actually good.
Plot Twist for example is a very surprising perk, yes you can use it for trolling Wesker like that… but it's also better than a lot of self heal perks in a variety situations. Off the top of my head: -
- Can heal through Pinhead chain hunt without issue.
- Can stop Pig headtrap timer while healing.
- Can heal vs. Oni without leaving blood.
- Can be used to bypass temporary broken effects such a Deliverance or FTP, and complete the heal immediately after the broken effect ends.
- Can be used to build Power Struggle + Flip Flop with the aid of an ally under pallets to make it impossible to pick up.
Plot Twist is a perk that is actually pretty strong in a number of scenarios, so taking it is not a throw… and it then being able to do memes as well means it is a great meme perk… but if it lost all this utility… you wouldn't get meme usage of it, because it wouldn't be good outside of memes, so when the novelty wears off, noone would run it.
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Well the problem is the meme perks also need to actually be good to see use.
Dramaturgy - On demand mini Sprint Burst. Pretty great perk even with the potential downsides, and the free items are decent too.
Plot Twist - Efficient self heal perk that also allows you hide easily, with a surprising versatility to it and many interesting interactions.
Scene Partner - Funny info perk, but noone really uses it, because it gives away your position every time you look at the killer, and it's rare you get the aura read at a time it's actually useful.
Fact of the matter is, if you play to win, you'll end up against players playing to win. If you play meme builds and goof off, you'll lose more often and get more games against players who play meme builds and goof off... or at least players lower skill than you so it balances pit anyway.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732627#Comment_3732627
About Heamophobia, I heard that No Mither helps with that one, as you don't bleed.
I heard about that, I haven't been able to prove it or not, and now I couldn't even if I wanted to as I already got it... but I have read that is a myth and doesn't work. Getting hit period seems to nullify the achievement.
Would be happy to be proved wrong though, cause that would be a clever trick, especially as a free perk available in tbe base game 😁
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I've been encountering this far more often for the past 2 months or so, ever since 7.6.0 when a bunch of weaker killers got buffs… and I'm not sure why...
All Boil Over ever does 95% of the time is annoy the killer... and if you're wanting to do that, using effective stuff like FTP+Buckle Up or Background Player or Plot Twist, Power Struggle, Flip Flop under pallets, Breakout... obviously some have been nerfed now, but almost anything would be better 🤨
I for 1 get far less chill playing against Boil Over... might as well be just giving me a wet willy or farting on my shoulder... it does nothing more than me make want to kill you as fast as possible…
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732627#Comment_3732627
And you need to be the obsession too. Good luck with that.... I luckily did that years ago when the obsession could not be changed.
Oh yeah! That achievement too is rough.
Friends til the end 💀💀💀💀
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Well... The bright side is it's not THAT unrealistic to find a hand or eye of Vecna. The chests open really fast, and as long as you always take the item, they reset every 2 minutes. It's also not like it isn't worth doing, as sering Vecna aura when he's using powers is certainly in your benefit.
I opened 5 chests in my trial as part of natural roaming around, and still managed to escape. The probability of getting either item is 23% or so in this case.
If you open 10 chests in the trial, then that is about a 40% chance of getting the item. Of course you've got to use it and escape is the wrinkle, but it's not THAT impossibly insane...
I still feel like Haemophobia is worse... you can take map offerings and have a 50% gamble on the map, just to attempt, and even when you get there, how likely are you to escape uninjured?
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I feel like it would be equal parts mortifying and amazing. As someone who has only read about DBDs history…. it is sometimes baffling to me when people talk about "The Good Old Days" of DBD….
You say something like "Killers could just take a Iri morey and instantly kill a downed survivor", your brain just stops and goes…
https://giphy.com/gifs/betplus-madea-live-madeas-farewell-play-h58xZKsjhPwLIvMw6d -
For me the main factors are:
- The horror theme and roster. I'm a fan of old school slasher films and horror, and all the characters are old favourites of mine, or characters I've summarily discovered and loved thanks to DBD.
- The simple easy to understand premise with difficult to master mechanics, all with a unique gameplay loop exclusive to DBD. There is always more to learn, always more room to grow, and while precision in input is important, DBD is not a game you win by mechanics alone. It really tests your ability to read your opponents and think quickly to succeed... and there isn't really any other game that offers what it offers.
- Between the huge variety of killers, perks, map spawns and the simple variable of player behaviour in relation to those factors, the game has an almost roguelike level of randomness to each trial that makes each match unique. No 2 games play the same, so it takes a LOOOONG time to ever get truly bored of DBD.
- At the risk of sounding dorky... getting to be part of this community with all the interesting people to talk to... it's been a long time since I've been this passionate about something to throw my hat into a forum. While we all bicker and moan at each other sometimes, and there are plenty of occassions of not seeing eye to eye, there is not a day gone by in these forums where my opinions aren't challenged, I learn something new, and/or I don't share an amusing or plain awesome story or moment with someone... debating things in this forum is usually very stimulating.
In an era of gaming where every triple A release has constant meddling and corporate interjection for safe and uninnovative gameplay, where everyone just copies the same formula to churn out year after year with little more than a shader update to show for it... or whatever the hell mobile phone games are doing.... it's unique experiences like DBD that keep me happy to say I'm a gamer. 🤘
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Has to Evan Macmillan. The amount of crap this man endures, and yet, he's still cool AF.
Plus Jeff, because if ever there was anyone for a killer to fear, its this man in orange slacks.
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Nah I wouldn't take it.
The perks can be frustrating to go against when they deny your completion, but if you manage to outplay the killer for enough time, you can bypass the value of their gen regression perks. This is why doubling up on an important generator in the middle of the map to reduce the repair time is valuable, even if it is less efficient than working 2 separate gens at the same time.
With gen regression perks gone, and killers instead just having a set time for each chase, and there is far less tactical decision making to be made, just all sit on a different gen and ensure max progress at all times.
As mundane as people find gens, it is satisfying when you manage to just get an important gen done just before a pain res hook comes in, or having to hold your nerve when you can see the killer charging at you in the distance when you need just 5 more seconds to avoid the Pop... this "cmon, Cmon, CMON!!!" element is lost if we remove gen regression.
Ofc it helps that I also don't mind doing gens myself; being on 60 fps with post-30 year old reflexes makes hitting great skill checks pretty tough for me, so I'm happily entertained on gens and find it exciting trying to beat the regression perks xD
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Awesome story. That sounds like a fun way to make a new game out of a ruined one. Might try that myself. 😅
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Given the importance of each kick, and the extra value it gives you with any of NTH, Trail of Torment, Unforseen I don't see Pop going anywhere. The fact it applies on top of the 5% basekit gen regression as well just makes it a great perk design.
Even after the nerfs, using Pop:
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@SignedUp4PTBFeedback said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730916#Comment_3730916
It's not that it's slept on, it's the opportunity cost of not running a medkit or a toolbox instead. It also requires some thought to use, you gotta get to high wall loops, medkit or toolbox you just use and get value right away.
Sure, just my point is, as I've thought about the Open Handed+Still sight combo more, when you consider it's just a worse version of using a key... doesn't really strike the same fear it initially invokes.
One could take a Blood Amber Key with Open Handed and Fast Track, and basically achieve the same thing as a Toolbox with Open Handed and Still Sight. One gives better slightly aura reading, one gives slightly better repair speed/flexibility.
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@Akeeno said:
his current gameplay is boring on both sides, ld like to see something similar to vecna/lich, a wheel of multiple attacks, heck, mage hand feels like something freddy would do. also the unknown clone teleport is also a something freddy could do. freddy needs some love guys, i know the killrate is at an ok place, but this is about fun gameplay, not a boring killer , well thats my opinion, thanks.
Good shout... potential is there.
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@ImWinston said:
- yeah, this perk is OP like Renato's Blood Rush🤔 It's clear that anyone who says this has never played Survivor or doesn't know about the existence of Keys + Blood amber. This perk isn't useless and situational like Blood Rush, but it certainly isn't Op
I swear everyone is sleeping on keys. I looped a Huntress for 3 gens in Disturbed Ward main once… it was like 80s before she was even able to pick up chase…
My gut feeling initially was this perk seemed a little strong… then you remember blood amber exists (which also works with open handed) and it's like… oh… well who cares then? xD
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@VomitMommy said:
Broken is literally first thing I would remove and I am mostly Skull merchant main.
I will prefer survivors healing over working on gen any day…
Skull merchant is simply noob stomping killer and broken has part on it. New survivors are not able to play injured.
So by removing broken, survivors will still get punished, if they don't pay attention outside of chase → get injured, but they have chance to recover from it at least.
It's some time since I wrote my suggestion, so here we go again:- remove broken → always mending
- disarmed drone aura is diplayed red
- drone is disarmed for 35 seconds (was 45)
- drone can't be recalled while disarmed
- reduce hindered to 5%
- rework haste
I would make haste work based on only two stacks, each giving 3%.
3% is for claw trap duration and 3% is when any survivor got detected by laser. That would make it easier to track for survivors, her average haste will be slightly increased, but maximum decreased → less noob stomping again.
Disarming drone would become trade off again → completely disable drone in trade for information. It would actually make it viable to disarm mid chase, which is just too funny for me. Right now merchant can just instantly recall her drone, so there is no point in doing it.
I rarely use Hindered, so I don't care that much about it, but there just should be something, so drones can't be completely ignored by injured survivors.It was you I remember seeing! I went looking for this rework and lost it. I liked this rework a lot, and personally actually enjoy playing vs. Skull Merchant, mostly cause I find having to careful look around the map to avoid getting scanned while moving engaging and enjoyable. Trying to crouch through scan lines and account for her distance to me feels like a good skill to develop.
I also don't mind holding W if she slaps a drone over a tile… I know other people hate it, but it's not that different to my mind to what people do against Pig when she crouches. Otherwise is you stay at loop, it's not much difference to Clown, who since he lost his blinding effect I also don't mind at all now.
- The changes to claw traps to remove broken I feel is much healthier and less noob stompy.
- Drone disarm and disable is a great change, actually being able to partially deny her power makes doing it worthwhile, especially if she is just throwing drones over tiles and loops without a care.
- The reduction in downtime is fair given it now removes that drone from her usage completely. 35s feels a little short… though I understand that if everyone does this it can quickly lead to to have no drones available… I'd prefer maybe something where it's 45s, but for each other drone that gets hacked after this one, the drones downtime is reduced by ~5-10s (like a network shutdown failsafe protocol or something), just so disabling one over a gen is not a bit of a waste of time, but I see the argument either way.
- Hindered change is fine, this always felt obnoxious and this seems much more reasonable as something that denies a fast vault instead of basically breaking the survivors ankles to stop them moving.
- Haste change is good, not the way I would do it, but I've often lobbied for her haste to be standardised rather than scaling based on number of survivors scanned. This makes her much more consistent and learnable, which I'm all for, regardless of how it's implemented.
The only thing that I might ask you about is bloodlust. Currently she can check her radar for where you are once scanned, and keep building bloodlust on you while doing it. Combined with her scan speeds basically giving her bloostlust basekit, do you think this is fine, or should bloodlust disable when checking her scanner?
- remove broken → always mending
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Not sure on this one... can see arguments both ways... not sure how well SWFs can use this, as likely they're calling out where the Killer is to each other already at all times. Are there many scenarios where they don't know where the killer is and this perk will be the one to warn them? Not so sure myself...
The main issue I see is in relation to stealth teams/players. Distortion, Open Handed, Still Sight sounds pretty darn hard to find...
I can also imagine a potential issue with rats for survivors running Sole Survivor/Left Behind/Calirvoyance, Open Handed, Still Sight, Distortion and just hiding all game.
On the plus side, seeing Open Handed may just warn you someone is doing it... so you as a survivor can perhaps compensate. I also feel like Myers and Pig ma struggle with this, as this soft counters their stealth specifically... but I guess we'll have to wait an see 🤔
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@Xernoton said:
These names are hilarious! I have no idea who a third of them actually are but I can't stop laughing. Who is "My last 2 brain cells"? And who is "######### can't even swim"? I need to know. 😂
Twins and Nemesis respectively 😅
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Since they fixed the turn speed for console to work like the controller sensitivity setting on PC, he is muuuuch better on console.
I do think a PC players mouse control is better, but he's certainly not bad at all on console now.
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@sizzlingmario4 said:
The only change I would make is make him not break his own chains.
And rework Original Pain, that addon needs to go.
Learned about this one recently... seems such a benign add-on until you know why its a problem xD
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730372#Comment_3730372
I thought Still Sight doesn't activate when working on a gen. At least that's what I read. I think it only works when you actually stand still without doing anything else.
@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730409#Comment_3730409
This is correct having played with it, you need to actually be doing nothing for it to activate not just be immobile.
Thanks for that clarification. That would be ridiculous otherwise… as I thought aboit it, I had to be wrong, cause there is no way everyone skips past the bustedness of that effect. 😅😅😅
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@MauriceMaverick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730255#Comment_3730255
robert, right between mathieu cotte and the kitty
I thought that was Bob, AKA Unknown?
I thought Mathieu Cotte was Vecna xD -
Still Sight - Oh wow, I originally thought this perk was just chest and totems, and I was thinking "This might be good with Overzealous and Inner Healing". I didn't notice the Killer aura as well! Curse my lack of access to the PTB 😱😱😱😱
That's busted… perfect knowledge of exactly where the killer is coming from is insanely powerful for pre-running, and with Open Handed this murders characters like tier 2 Myers or Pig, and probably Doctor as well with static blast… also pretty much any killer who can't rush in or be perfectly undetectable without slow down.
This totally removes the point of the TR… it's a stealth players dream… Getting this effect on gens, while healing, doing totems, all extendable by open handed is pretty bonkers… and makes playing for gates broken too…
I feel like the condition should be standing still without performing any consicuous actions should be part of the trigger for this. In fact I'd go so far as to say performing a conspicuous action should disable this perk for 20s or something…
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A little patience would have gone a long way xD
Not sure why this update doesn't appear at the top of the game info page though, it's at the bottom for some reason 🤔
No Bubba improvements is sadge… no toolbox changes is also sadge…
All stuff regarding the new chapter on face value looks nice. Fly looks like it'll be quite scary O.o


