UndeddJester
UndeddJester
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New modifier confirmed: True Chaos
Random items and add ons for all 😏
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Chucky
Chucky does talk a lot, so if that's an issue with you, thats worth noting. He at the very least laughs often every hidey ho, which is a balance point to warn survivors. Personally I love hearing him say the word "chump"... it gives me life.
Unique Features: -
- Third person camera so looking around you is much easier than other killers.
- Hidey Ho makes him a 4.4 m/s undetectable stealth killer when triggered.
- Slice and Dice is effectively a single use Blight Lethal rush.
- Can scamper under pallets and over windows when slicing and dicing to continue a charge and hit.
- Hidey Ho causes footprints to appear any time a survivor can see the space above your head at loops
Pros when playing: -
- He is small and hard to see for survivors at loops even with the footsteps help, can hide his redlight with Hidey Ho, and have third person to look around. Your basic mind games at loops are strong, even though you're only a 4.4m/s speed killer, so if you enjoy that, he's a great choice.
- Hidey Ho is instantaneous and just hides your TR/red-light basically at will, making approaching gens stealthily a breeze which can give you a strong advantage. Stealth feels good on Chucky.
- Slice and Dice is fast to start up and relatively easy to control, so is pretty good for catching survivors/mind gaming as they try to reach windows and pallets, or closing the gap to land a hit while holding w. Fun if you like to rush around and go for big hits.
- Slice and Dive is also a decent mobility tool similar to Spirit's Yamaokos Haunting, so the 4.4 doesnt feel bad at all really.
- Friends Til The End is a great perks that gives a lot of obsession perks like Game Afoot, Nemesis, Furtive Chase a new lease on life.
Cons when playing: -
- He's a 4.4 killer with a reasonably long cool down on slice and dice, while his mind games are strong his basic chase is weak. If survivors see you coming and/or you miss slice and dice, holding W and pre throwing pallets can punish you a lot, which can be frustrating.
- Slice and Dice has a turn lock of 90 degrees so Chucky can't J flick, which does make certain angles/tiles hard to land hits on survivor, and again if you miss, you're a 4.4 killer vulnerable to holding w and otherwise have to rely on mind games to land hits. There are times it just feels like you can't get a hit, wgich csn be frustrating.
- When you scamper your camera is pulled behind Chucky, making it hard to keep sight of the survivor and line up your Slice and Dice hit. Not good if you dislike camera jarring.
- He chuckles to himself a lot in Hidey Ho mode, so Survivors are usually alert and running when you reach them at gens (though it's still usually too late). If you dislike voice sounds, this'll annoy you.
Overall:
He's a very effective stealth killer that moves quickly and is hard for survivors to track, rewarded often for using strange angles of approach. His ability to mind game at tiles is exceptionally good, and his dash is a versatile tool in your arsenal that serves as your map mobility, your hold W cut off, and your gap close/mind game at loops.
Mistakes on your part are punished quite hard though, and though he is a stealth killer, he talks a lot, and his various chortles gives survivors a lot of tells you are nearby and what you are doing with your slice and dice.
Xenomorph
Funnily enough in a lot of ways Xeno is kind of the polar opposite of Chucky. Chucky has low map mobility, but very strong mind games at loops and can be very sneaky with a single hail mary knock put punch. Xeno has great map mobility, can't see well at loops, but maintains constant pressure and presense when the tail is up.
Unique Features: -
- Tunnels that charge your Crawler mode, can see the footsteps of survivors above and allow easy traversal between gens.
- Crawler mode that lowers TR to 24m, grants tail attack.
- Tail attack with a 4.8m reach that can be thrown out over pallets and windows and even low tiles with very little windup as you throw.
- Turrets that reveal your presense and burn you to knock you out of crawler mode if you get close.
Pros when playing: -
- Very fast at getting around the map via tunnels, so is good at holding gens anywhere. The footsteps provide a minor level of tracking that is actually not bad, so gives that "watching from the drakness" vibe.
- The tail attack is a very fast and deadly weapon, that if used precisely can get surprisingly long hits and creates a lot of fear for very strong mind games for locked animations like pallets and windows. Can also be dragged by strafing like Nemmy tentacle to get extra coverage. Landing hits with the tail is very satisfying, similar to Pyramid Head.
- Killer Instinct when coming out of tunnels makes it very easy to ensure you can find survivors as you pop out so you almost never get lost/bamboozled.
- All of the above creates a small passive gen slowdown, where survivors will need to spend time setting up turrets, otherwise they face you at your strongest, so gen rush isnt as pronounced as other killers.
- Rapid Brutality is a very nice perk for killers who use their m2 a lot and dont care about bloodlust, but still land m1s often. Great examples are Clown and Pinhead.
Cons when playing: -
- Turrets when placed well are a major annoyance and will give you a hard time denying your power. If you struggle to aim precisely to break them, you can be punished quite hard and be stuck without your power.
- The tail has a very heavy slowdown when you miss, exacerbated further by the fact it stops when it hits terrain, so any imperfections in your aim will punish you very hard and doesn't feel nice.
- Crawler mode is strong, but your face is low to the ground, making it hard to keep sight of survivors at loops.
- Undetectable doesn't work all that great as the survivors have turrets to rat you out, and between your low to ground vision, turrets giving away your position and slowing you down, and tje need to be very precise with your aim, a coordinated SWF team can give you quite a rough game.
Overall
Xenomorph is very chase focused and skillful killer that affords you the ability to do tricky tail shots, while being able to rapidly acquire and pose a hard question in the chase. She doesn't have the slow start of Nemmy, nor the tight loop vulnerability of Huntress, but has a similar level of threat as both.
Your ability to deal with the turrets though is what will decide how much you like this killer. If you get good at precisely using the tail for turret and survivor hits, you've got a lot of tools to do well... if not you'll find this killer frustrating, every miss with the tail will be punished badly, and the low camera makes you the opposite of Chucky where you have a real hard time seeing people at loops.
Hope that helps!
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722130#Comment_3722130
Of course it gets lower, because any smart killers will stop using a perk that wastes regression events
Nothing surprising
OK, but Surge is still 8th most used Killer perk on Nightlight at 11%, and yeah that's user submitted data... but 8th? That's pretty high.
It was also a general perk for a long time while strangers Things was out of commission, so it's a perk a lot of the playerbase has access to. I imagine Surge is actually reasonably common in the official stats too... so the point stands... gen block is a lot lower than I would have expected.
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Thing with Ghostie is 99ing a stalk is where his real power shines. Having people stalked and ready to pop can very quickly allow him to snowball, but without it he can really struggle.
This means he is affected badly by clutter on maps. He needs to get lines of sight to stalk without being revealed himself, which means the more guff in the map, the closer he has to get, and the harder it is to build stalk without being broken out of power. Elevations can also help him as people don't tend to look up.
He also likes naturally dark maps that are hard to see him... all of this makes him a bit map dependent.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722208#Comment_3722208
- It's a base thing, you won't need to be injured. This is a pretty common complaint you see about Pharmacy, so I made it base.
- Yes, it's a Limited Item, it works like Flashbang in terms of being carried and can be taken alongside a regular item.
- The rummage is only once per trial, and is made to eliminate the other common complaint about Pharmacy, people opening the chests before you can. It's meant as a last resort kind of thing in case everyone else has opened the chests. I'll edit the description to make it more clear.
+1 Approved!
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Actually very thematically on point for Quentin, a unique item is cool. Couple of clarifications if you wouldn't mind: -
- Is the faster chest unlock speed and noise range reduction at base, or only applied when injured as it is now?
- The Adrenaline Injector is a temporary item like Flashbang I assume, and can be carried along with another item?
- Can you keep using it on unopened/unrummaged chests, or is once per trial? Maybe once after being unhooked/unhooking yourself? (2 uses).
But yes, cool idea.
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Wow... One gen blocked in 1.4% of games throws a bit of shade at the ease of 8 regression events blocking a gen huh...
I didn't think it was cause for an issue myself, but that is a lot lower than I expected....
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@hailxsatanxeveryxday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721032#Comment_3721032
Did you see Terrifier 2? The first Terrifier was good, IMO, but the second is a masterpiece.
I agree that All Hallows Eve is underrated, and I think I might have enjoyed it (or parts of it) more than Terrifier. I think Terrifier was more consistent overall just because the second segment in All Hallows Eve was garbage and the first was good, if a little incoherent (the third and the wraparound just make the entire film).
I think Art deserves his own spot on the roster, but maybe could have All Hallows Eve Art as a skin.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721142#Comment_3721142
What do you mean? He's a demon with supernatural powers. He's got a much wider palette to paint with than someone like Ghostface.
DBD will be here forever. I firmly believe that. They'll keep adding new characters, and the only way it'll ever shut down is if someone in upper management decides to can the project, which isn't going to happen because it'll always be making money.
So that's a problem that's just going to have to be addressed. There'll come a time when every new killer will probably parallel another in some fashion or another, but there'll be infinite variations of how they all work.
It's at this point I realise I've only seen the first Terrifier... and wondering how I missed the release of the sequels completely...
My apologies good sir!
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I've been pondering this actually myself for a while and trying to identify my bias towards Blight.
I love playing against Billy, but I hate playing against Blight, but when you compare the 2, it doesn't really make sense...because citing all the points above, Billy is very strong and arguably stronger than Blight, so I've been really trying to figure out where my bias lies.
I'm not especially good at looping but I'm decent, and my current point of thinking is that the difference boils down to how they tend to score hits.
In Billy's case, I feel like I can attempt to juke, and a lot of the time, if Billy doesn't get the right line, I avoid the hit. He recovers fast, and is after me again, but that brief moment he missed me feels exciting and intense. As he goes for another chainsaw hit, he is slightly slower, so I have a chance to try and get to safety or around a corner to continue my juke attempts. He can of course just m1 me, but I boost away from that, and if he's not using his chainsaw to catch me, hes just a regular m1 killer, with a power that is heavily telegraphed, slows him down slightly, and needs him to be precise to hit me. I can juke 3 times and get hit by a 4th, and even though I still got instadowned, I had fun doing so....
In Blight's case, if he is anywhere close to on line with me when he swings, he can usually turn and hit me. The excitement of juking him is instead replaced with frustration, as it feels like he doesn't need to be very precise to score a hit on me. Unlike Billy who is slowed slightly while revving up for another chainsaw attempt, for Blight there is no difference between an m1 hit and an m2 hit, so usually even if I juke a hit, he can usually just walk me down and m1 me to get effectively the same value... and by doing so he also has his power regaining tokens, so me gaining distance doesn't really matter, he can rush straight after me. Even if I juke him twice and got down on the 4th hit, the same as Hillbilly, it doesn't feel as though I had mu h fun or agency doing it.
This I feel is the difference between Blight and Hillbilly, and where my bias lies. Billy feels like I can juke him by inches and have an OK chance of getting somewhere to try do something... even if I fail, it doesnt feel as bad. Blight feels like he is harder to dodge, and even if you do dodge, most of the time it feels like you didn't really accomplish anything... so even if you need to take 2 hits from Blight instead of Hillbillys 1, he's more frustrating to go against.
I have a similar thing with Nurse. A good Nurse can obviously smash you down very efficiently, but the difference is if you DO juke a Nurse she has her long stun and recovery, you feel accomplished in doing so... whereas Blight you feel like it didn't really make much of a difference either way.
I'm trying to remove my Blight bias, and I think objectively you guys are right... but I almost always have way more fun vs. Hillbilly.
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@DeathByBJ224 said:
i started playing chaos modifier today and for some reason all 4 games ive had was no mither EVERY GAME.
i instally raged quit after the 3rd and 4th game cause ######### i thought i would be given random perks not the same one every game
Probability is a 🐕 ain't it 😏
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Played all evening yesterday, not even a blip.
Sad to hear others are still getting it... inconsistent issues are the worst 😒
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@HexHuntressThighs said:
Is there any reason why Surge is basic attack only? Especially with the 8 gen regression limit. Why is Rapid Brutality an M1 perk only?
What killers are stopping these perks from being available to all attacks. Is it because Trickster would get 5% haste for every knife he lands? Can’t it be made to activate when taking a health state? I’m not saying exposure perks should work with hatchets but just that some perks are M1 only and don’t need to be.I see your game...
You want to pop Surge by throwing an Orbtial across map, and get 5% speed boost whenever you land a hatchet...
You can't fool me HuntressThighs 😏
But yeah, that's the reason, killers with strong M2s like Nurse, Blight, Wesker, Pyramid Head get a lot of value from their M2 already. These perks have strong effects to help out the killers on the weaker end of the spectrum.
Rapid Brutality for example disables bloodlust, which on someone like Trapper or Pig is a big deal... on Nurse or Huntress... who cares about bloodlust?
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I liked the idea of No Mither no longer starting the trial injured, but otherwise is the same. No Mithers main problem is the killer knows you have it, and you paint a target on your back immediately, so that I think is the buff I would go for.
However without that, its not a bad little perk. It's a permanent no blood trails and no whimper noises perk, with a built in anti slug... it's basically permanent Unbreakable and unconditional Iron Will in one... so it's not an absolutely garbage perk that does mostly nothing. You can immediately dip off hook without your teammates trying to heal you (so less team slowdown), and due to the above, it's harder to find you, so if the killer wants to tunnel they kinda need to watch the hook more closely. Hiding is quite decent with something like Wicked to help you avoid the killer off hook.
It also does have synergies, Dead Hard, Resilience, Made For This, and you can take it without caring about downsides of perks like Deliverance and Invocation: Weaving Spiders. You can get pretty sneaky with a long blind flashlight and Lightweight/Quick and Quiet. You can also turn its weakness into a strength with something like Decisive Strike, where you dangle a tunnel carrot, become a bait in of themselves, and of course ye old body block is an option the killer can't really ignore.
Yeah it's not strong, and never will be strong, but it's an interesting perk and quite fun to build around, and it even does actually have good match ups vs. Plague.
Just not being injured at the start of the trial I think may well be a very strong buff, especially in the tunnel meta... and can you imagine if you proc Weaving Spiders? It'd be possible to hide the fact you have No Mither completely.
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Hmmmm... it's an interesting debate, and it's hard to deny how scary it is to be up against Devour Hope or Rancor... it'd be a shame to lose their effects, as they both cause a "Oh crap" moment once the survivors realise its in play.
With Mori's being basekit, if its something that needs to be earned, such as a 10 hook minimum to mori the last survivor, then it does attain a certain rarity… not only do you have to win, but you also have to win convincingly...
The creation of more moris for each killer also has potential to retain the novelty of moris, as players who have a Main will have unique flavours for their killers.
That said I'm against being transported off into the somewhere plane of existence. If the camera is a problem, I'd be more in favour of once a mori is triggered the camera gains no clip, and all terrain above floor level between the camera and the killer is occluded.
So overall, I don't hate the idea... but I think I'd prefer somewhere in the middle, keeping perk moris, adding basekit moris and offerings being a mori bloodpoint bonus.
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Big challenge for Art I'd say is where do you go with his power?
He doesn't really have one, Art is kinda lacking something that makes him stand out. Someone like Ghost Face doesn't really have a unique thing either, but he at least found a place in DBD via being the stealthiest killer in the game.
Its getting a little hard at this point to come up with something new that doesn't make Art a carbon copy of someone else... wouldn't be against him coming to DBD, but ideas are starting to get a little thin on the ground 🤔
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@MechWarrior3 said:
What new game mode? Did I miss something? 🤔
Chaos modifier?
That is bloody sad though… why on earth even queue for a random mode if you're not gonna accept random perks… like there are some people it is hard to believe they even exist…
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721031#Comment_3721031
[a) After injuring green on the way in, the killer doesn't hit anyone... and instead body blocks the stairs. Blue never gets the speed boost and instead has to squeeze past the killer within 10 seconds]
green can use [Anti-Haemorrhagic Syringe] to blue then get in locker, or use borrowed time
blue can use off-record.
can killer wait 80s? or 20s?
how folly the green are that he don't know get in locker force killer pick him up? 10s is enough let green Crouching and slowly in the locker.
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721058#Comment_3721058
survivor are not dumb and helpless, we are pretty smart, and would absolutely be capable of abusing protection hits and DS in a large variety of scenarios.
even the version that killer can face camp and catch hook, survivor still can all escape.
True enough, survivor can use Off The Record, Borrowed Time, Syringes. The difference is, this means DS is supplemented by other perks and abilities, therefore DS itself is not worth running, since you can use these things to achieve the same goal as DS and have perks/items for other purposes in your build.
This is compared to my scenario, which is literally just the killer being there with basekit abilities. I'm not going to say that DS is perfect, body blocking is still a concern, but that doesn't mean DS should be nerfed into a state where it's whole function can be subverted unless the Survivor commits half their build or more to make it function.
If we want to stop body blocking, while I'm not a fan of the idea myself, a far better plan is make it so collision with the killer is disabled while DS is up. This has other implicaitons, so i'm not keen, but between protection hits disabling DS and no body block with DS, the latter is the healthier for the game.
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@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721031#Comment_3721031
[So already blue is in a dangerous spot. Blue now has to run up the stairs through the killer and try to make safety.]
nope, blue can go Through the killer. killer can't bodyblock a survivor that just be hit.
[c) At this point you also assume the survivor is away and home free... this is not true. Anything like a Trapper trap, Hag trap, Blight, Nurse, Wesker, Spirit, or Wraoth can easily catch up and the survivor is far from safe... with DS no longer protecting them. Green is slugged in basement and not on gens, so this is good time efficiency to continue the tunnel. Your situation here is the ideal outcome, and doesn't consider the equally likely worst outcome.]
if killer hit blue, green Definitely not in the basement, it can run away 2.7s(10.8m), it Totally enough to run to the basement entrance and killer just finish the attack cool down.
[a) After injuring green on the way in, the killer doesn't hit anyone... and instead body blocks the stairs. Blue never gets the speed boost and instead has to squeeze past the killer within 10 seconds]
now basement stairs is Wider than before, killer is harder to block.
and…… anti camp makes killer can't camp Above the basement, need move Further, if camp at Basement entrance, survivor don't need to sand anyone to save, that survivor can unhook it self and get 15s Endurance&15s 15% haste .
You've still not addressed the issue at all my guy, Blue is not guaranteed to get to safety in either scenario, especially against stronger killers, and in both scenarios can have their DS deactivated through no fault of their own.
Killers are not dumb and helpless, we are pretty smart, and would absolutely be capable of abusing protection hits disabling DS in a large variety of scenarios. Especially someone like Pyramid Head.
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The scenario you are describing in pictures a → b → c →d is equally likely to backfire as succeed.
Green goes in while full HP, and the killer hits them.
a) While the killer recovers Green uses the speed boost to get to hook and pulls blue off hook.Killer has recovered and now hits blue, which means blue has taken a protection hit but has gained a speed boost.
b) You now assume the killer hits green… which the killer doesnt have to do. So already blue is in a dangerous spot. Blue now has to run up the stairs through the killer and try to make safety.
c) At this point you also assume the survivor is away and home free... this is not true. Anything like a Trapper trap, Hag trap, Blight, Nurse, Wesker, Spirit, or Wraith can easily catch up and the survivor is far from safe... with DS no longer protecting them. Green is slugged in basement and not on gens, so this is good time efficiency to continue the tunnel. Your situation here is the ideal outcome, and doesn't consider the equally likely worst outcome.
There is another problem scenario…
a) After injuring green on the way in, the killer doesn't hit anyone... and instead body blocks the stairs. Blue never gets the speed boost and instead has to squeeze past the killer within 10 seconds, and obviously green will let them go first to have a good shot of getting out, so green is still there in the vicinity.
b) Killer hits blue after 10s, with green still nearby, that counts as a protection hit, blue loses DS even though the killer was expressly tunneling... therefore DS didn't even protect against the scenario it is supposed to protect against.
Even if blue squeezes past, the chance of them reaching safety is not good... So we never even make it to C.
Hope that clears up why protection hits disabling DS are a problem. You can't even tie it to endurance to mitigate this...
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Combined with Lightweight or Distortion you become a straight up ghost 😶
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@Sowbug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720771#Comment_3720771
too long, didn't read
A good rule of thumb…. if you aren't paying for a product, you are the product.
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@Sngfun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720228#Comment_3720228
Maybe could work with legion, but plague has her own game when it comes to healing. Also take into account that legion makes you mend, so they would have to tackle that also. (These two would be a problem for example)
I was under the impression there were no add-ons for killers? Supplemented instead by their unique team abilities? Trying to balance add-ons in this mode sounds a nightmare.
But yeah, it would be tricky regardless... I suppose there would need to be some kind of mechanism built into the mode that could limit killer effectiveness if certain combos got too much 🤔
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I think the fact Survivors have classes gives some potential to work around the issues here.
For example Plague might be a problem because of the ability to injure passively with disease, but the healer class may have a mechanism to counter it.
Legion is an issue cause of his ability to chain easily to get his 4 stacks, but there may well be a class that has some kind of adfitional stun or protection hit bonus to limit him somewhat (especially as flashlight saves aren't a thing).
I'll be interesting to see what classes BHVR have in mind.
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@Lithi said:
Bubba players have been asking and waiting for this moment for years now, and finally we get it. It’s really beautiful to see bubba get some love after being neglected for a while.
Basekit Chili is really amazing and needed.
1.5% speed increase is great as well, as long as they keep beast marks and knife scratches so they have their speed effect still (reduced a little bit ofc)
COLLISION CHANGE: I personally think this change is not a good idea. Bubbas collision is fine and rewards players who are experienced with his power, and gives newer bubba players a challenge to learn. Reducing this kinda kills the work a lot of experienced bubba players put in. What needed to be changed was invisible collisions, not bubba’s collision hitbox.
Tantrum change is good, will help newer players a lot. Honestly with this the collision change makes even less sense, seems like trying to cater to new players more but it will affect og bubbas too.
Addon adjustments will have to see when they come!
Overall this buff is really amazing and I’m so happy bhvr finally listened to the bubba community and gave our boy some love ❤️
https://us.v-cdn.net/6030815/uploads/IN66CDOQKBKS/2913e41e-65ff-4d6a-92fe-0671f32d3ba1.jpeg
Its a good post my man!
COLLISION CHANGE: I personally think this change is not a good idea.
Bubbas collision is fine and rewards players who are experienced with
his power, and gives newer bubba players a challenge to learn. Reducing
this kinda kills the work a lot of experienced bubba players put in.
What needed to be changed was invisible collisions, not bubba’s
collision hitbox.Just curious have you gotten some explanation/fottage of just how much the collisions have changed and where they make the difference?
The effect to me seems to be if his collision is reduced, this makes issues such as invisible walls less prominent in general, even if a map has a jagged hitbox edge, the change future proofs him against this kinds of things… The question is how much does it change against locations you would expect to hit hit terrain? Is it extremely noticable and egregious, or does it remain mostly logically consistent?
EDIT:
Nevermind you did it here 😁
@Lithi said:
Bubba is my main killer in DBD, so I’m really happy he is getting a buff! However, I think its very important that the buff is done correctly, a lot of bubbas have been waiting a long time for this.
Basekit:
I think it’s amazing that we now have award winning chili basekit, and I’m really happy about that. The speed increase is good as well, but I think it could be increased by a bit still.
Addons:
A lot of addons were made very weak with the basekit buff, so it would be good if they got some reworks. Bubba player ays had some really great suggestions about this, and I recommend checking his thread.
Collision:
Bubba’s collision was reduced by far too much. While I like the idea of making Bubba more forgiving, this is already done with the big tantrum reduction, making it less punishing and frustrating when newer Bubbas make mistakes. However reducing his collision by 40% is just making him unnecessarily easier. Bubbas power was never impossible to use, and a lot of experienced Bubbas use it great. Despite the collision reduction, there are still several invisible collisions, so I suggest this change be reverted so his collision stays the same, or reduced by a lesser amount (14 instead of 10.5).
Hopefully someone from BHVR will hear the Bubba community and show us some love <3
Again, I really recommend viewing Ays’s thread.
I will link it again below.
https://forums.bhvr.com/dead-by-daylight/discussion/414183/the-cannibals-changes-feedback
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I was wondering where it went, cause I saw it briefly before it vanished xD
It's a decent conceptual idea, I'm not saying it's bad in any means, just there needs to be mechanisms that supports all killers, not just the ones that are good in chase. Currently strong chase kilelrs perform the best, but the lower tier killers typically have other facets of their kit that have been designed around the fundamental game concept of delaying progress on gens, either by making it harder to unhook and heal, having to complete side quests, or locking down key objectives within an area.
Obviously the strong chase killers will likely always be better than non chase focused killers in the base game… but if the whole game mode is about chase, this problem becomes even more pronounced. It's not untenable by any means, but the current promise of 2vs8 is someone like Trapper has a teammate who can pressure gens while he is setting up, and he can effectively work like a late game support to assist other stronger chase killers more powerful in the early game, locking down an area while someone like say Hillbilly runs roughshot in other areas of the map.
If however there is no objective or area for him to defend in a pure chase mode, his power effectively becomes meaningless… similarly Pig or Freddy need total redesigns on their powers as they doesn't function without gens, and Ghost Face literally can't stalk if there is no reason for survivors to ever stand still. So the idea is fine, but careful thought needs to be given to make someone like Trapper, Pig, Ghost Face (and others) have a functional role in the mode. ^^
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@nf452 said:
This is a mode that the community has been asking for years. Everyone is pretty hyped for it. What you said about classes and team powers on the livestream sounds interesting. BUT PLEASE for once make this a game mode where gens do not exist. No one really wants to do gens. The most fun part of dbd are the chases, or even hiding sometimes. What i suggest is that this mode is kind of a time attack mode.
The trial starts with a timer let's say 7 minutes and it counts down until 0. If this timer reaches 0 then the survivors are taken by the entity, like in the end game collapse. If all the survivors die through hooks or moris the trial can end before the timer goes to 0. Now there are actions that the survivors can perform that will make this timer go up. Actions like pallet stuns, protection hits, killer blinds, escaping a chase,etc. If the timer adds up to let's say 12 minutes, then the exit gates automatically open and the end game collapse starts like in the normal games.
Please consider this or at least make a mode where gens are not the main objective of the game :)
If the killers never enter chase, doesn't this mode become unwinnable?
A GhostFace and Pig who crouch/hide in basement will never enter chase, can face a wall to never be blinded, will never get hit by a pallet stun, and never allow for a protection hit…
You could add some kind of killer minimum participation requirement to get so much chase time, but then you get the reverse problem, where survivors can hide in lockers and never show themselves to the killers and win by remaining unseen….I'm sorry to say, there needs to be some kind of objective for survivors and killers to fight over….
Best I can think of offhand would be some kind of flag carrier mode, where survivors have to carry 3 flags between them for a set duration throughout the trial. Holding a flag will reveal their auras to the killers when greater than 16m away. They can pass the flags off to other survivors, but need to stop still for 1s to do so, and it is up to other survivors to defend the flag carriers, while the killers try to keep flags out of the survivors hands.
Sending a survivor with a flag to the Gulag reduces flag time progress by 30s, and every survivors gets 3 hooks same as normal… so you can take a protection hit for the flag carrier if you wish… but if you're on deathhook the killers can decide to ignore the flag carrier to knock you out.
Likely there will be some issues that pop up here… and I can't see how killers who make body blocking basically impossible like Bubba, Plague, Nurse, Trickster could ever be fair…. also killers vulnerable to body blocking with no map traversal like Ghost Face, Pig, Doctor or Trapper would just get demolished in this mode…. so I dunno how you would realistically do it.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718795#Comment_3718795
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718859#Comment_3718859
To be fair, my friends, I don't think anyone expected such heavy restrictions right from the get go.
Replacing hooks with cages was a given, and we knew it would happen. But I am sure everyone expected to play the characters they like to play. Now it seems like you are basically screwed if you don't main any of the first 5 original killers (excluding Hag for some reason, even though she was here before Huntress).
The very reason why everyone wanted 2v8 was for killer duos. Yes, BHVR will changed the mode eventually, but its very first version won't have the one thing people wanted. I can understand the frustration.
I'm less understanding of the frustration myself. It's like everyone expects things to be built to a high quality, with no bugs or issues, and released in a week flat. The fact is, to do something well takes time, and the gaming industry already severely cramps the time affording to things enough as it is.
The DBD community always complain about bugs and bad reworks, but then demand new things be released on a rapid schedule. Its a good thing to strive for, but the reality is, it is very unrealistic to expect both.
If you ĺook at the the effects in the game, the first 5 killers just makes sense with how they work. For 2vs8 yes BHVR could have just thrown everything in day 1:
- Add half baked and poorly thought out team buffs for every killer.
- Let killer powers such as Pig boxes/Plague fountains clash or Sadako TVs and Alien stations fight with each other for spawns.
- Let unique status' like Nemesis infection/Wesker infections/Plague sickness/Pig Head Trap Timers/Freddy microsleep/Doctor madness all fight with each other.
- Let shared mechanics like Myers and GhostFace or Trickster and Huntress lockers fight it out with each other.
- We already have a question of how other killers interact with Trapper traps, what happens when a non Huntress killer opens a locker? That's 2 killer powers that have implications for interactions with every other killer.
They could rush it all through and give us a half functional buggy mess...
... Or they can take their time, play around with a small number of factors, see if the concept works, and what works well and what doesn't, and then if it gains popularity go all in and refine it to deliver a generally well constructed and functional game mode.
So when people say things like "I was so hyped for this mode until I found out it was only the first 5 killers", to me it comes across as a little unappreciative and short sighted.
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@Starrseed said:
i mean i think i get what he means. as a non dnd player but a huge wow nerd when i think of lich ofcourse i think of warcrafts lichs that are completly skeletons so i was a but "meh" on the first look but on a second look vecna looks very good and very skeletal undead.
my only gripe would be that his head is to intact for my liking i prefer my undead very obviously undead on every part and his head is lacking that for me but thats what skins are for
Hmm, interesting, I suppose it boils down to the flavour of undead you prefer between animated skeletons or zombies.
To me a Lich is a being arrogant and vein enough to try and cheat death, and thus would likely want to keep as much of its form in life as it possible can.
In fact in relation to this debate, I always found it weird that zombies were always dumb and slow, and skeletons were usually intelligent and agile. My head cannon for explaining this is a zombie is recently deceased, and still has its basic nervous system, brain, muscles and sinew in tact, therefore it takes less necromantic energy to reanimate and function than a skeleton missing all of these things and needing more necromantic energy to fill in the gaps...
...So Zombies are like the bargain, cheaper, easier to create version of the undead, low necromantic effort for a passable pay-off... whereas skeletons require more necromantic energy to animate, and thus are more functional overall.
In relation to this, a Lich to my mind is a zombie that has had a significantly higher "investment" shall we say… After all you'd go all out on reanimating yourself if you were so inclined wouldn't you? 😁
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It's a fun argument. My lore knowledge is not that strong in either case... however to take a stab at it.
What is evident is that Dracula has a weakness, by virtue of the fact the Belmonts can defeat him. As you say they are imbued with boundless holy power. Dracula himself has unimaginable power, but still relies on other beings for their unique abilities, I would imagine if he has underlings to alter time, he himself cannot alter time for example.
Do we know of any reason the Entity cannot harness things like holy/divine power itself? It seems to have the power to alter time, space and the very fabric of reality to it's will, do we know of any limitation that doesn't allow it to exploit any possible weakness in the subjugation of its victims, and bind them as it sees fit?
It's like the Superman vs. Goku debate, Goku is a man who surpasses his limits to overcome any foe... but Superman is a man without limits... so at the end of it all, only 1 has limits to give. We know that Dracula has limits... but we don't know if the same is true for the Entity.
This seems to be the divide to my mind, the Entity is portrayed like a pupper master pulling the strings from out of sight... there is nothing to suggest the Entity is using even a fraction of its power to control these worlds/beings. We don't know if any progress in fighting the Entity (such as the creation of hatch) was achieved in defiance of the Entity, or if the Entity allowed it to happen...
Whereas I'm pretty sure Dracula didn't allow his head to be slapped off his shoulders...
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I'd assume mostly because D&D tends to make a conscious effort to keep humans very present in the game (its also a good habit for DMs to ground your campaign). Most characters you encounter in your campaigns are human, as humans are very common.
As people we all have a need for uniqueness, and so naturally everyone wants to be a Dwarf or an Elf or a Dragonborne or an Orc or a Gnome... this is all great, but at the end of the day, humans are part of fantasy too... so you tend to see a lot of cool and important NPCs made human, just to keep humans relevant. (Humans also debately have the best starting bonuses for creating their character than any other race for the same reason).
So I would guess the reason for the human character is to not lean too far from what makes sense for DBD (an Orc Barbarian or a Dwarven Cleric might be a bit too out there), and also because as a reflection of the world of D&D, humans are the most common race.
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Correct me if I'm wrong... but given Stranger Things lifts the names of their villains directly from D&D, and they took the name Vecna from D&D to represent the man who became an all powerful psychic powered being ans the main antagonist in the Stranger Things universe... doesn't that make it a D&D chapter?
Vecna is a name that has been in D&D from the very first edition, and has gained infamy as one of the strongest foes of the D&D universe...
This would be like saying A Gloria Jones Tribute band singing "Tainted Love" is just a Marilyn Manson cash in, and is not really a tribute to her... Not trying to rubbish your opinion, but I'm genuinely struggling to make sense of it...
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I can't wait to pair with a Nurse or Hillbilly as Trapper and let them go nuts while I peacefully set about sorting out my garden, shouting "you got this man!" from the other side of the map.
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As a glorious celestial warrior of the Slann, I will capture your filthy pestulant rat lords and sacrifice their diseased blood to the glory of the great Serpent Sotek.
If I have time from the unending slaughter, I might help out the Elves too... maybe.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718871#Comment_3718871
it works?
please don’t tease I want to move my progress from Xbox to ps5We'll have to wait and see for more details, I don't want to promise anything I don't know for sure, but theoretically if cross progression is supported from console to PC, then it should work across the board. Cross progression is cross progression, the respective consoles don't care where it comes from, it's basically a all or nothing kind of thing to my knowledge.
My suspicion is we may be able to transfer content that can be unlocked with in game currency and any pretige levels etc, but paid DLC we might have to rebuy in order to get our progress for those characters across. -
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Xbox to PS5?
We have Helldivers, and get to look at the whole PSN account controversy with a disinterested shrug :D
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Legs are not hairy enough, but otherwise, supported.
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How dare you turn off crossplay and not use your PC god given mouse powers to beat us filthy console scrubs over the head repeatedly to prove your platform superiority.
What are we even here for? 😡
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@Suicideshrimp7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718392#Comment_3718392
you can still play for fun but I prefer some competition even if they just brought back losing pips it’ still gives something to work towards which I feel that we lose interest if there isn’t much challenge or anything to gain I suppose
I suppose the grading system is more an incentive to play each month rather than a 'rank' nowadays, so there's probably more argument to expose MMR now, or maybe a "ranked mode" for players who want to progress their skills.
Does DBD have enough players to regularly support 2 queues? Would the exposure of MMR be a good thing for the game, or would everyone play more sweaty? Is DBD a game that should be played competitively? All hard questions to say.
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@Mazoobi said:
DS just got buffed to be nerfed again… so weird
DS is still buffed over what it was, and the reason is that 5s is now decent vs. Blight, Nurse, Spirit, Huntress, etc... 5s is however brutal for Myers, Trapper, Freddy, Pig, Dredge, who already have a hard time keeping up with survivors W-ing away from them, and get disproportionately punished by body blocks.
It's a shame they can't implement the power disable for a short time feature, cause that would have been a nice change. So instead I see 4s as a compromise to make it still OK against higher tier killers, and not too oppressive body blocking for lower tier killers.
@SoGo said:
So, regarding the perk changes, I think they're good.
The only ones I'm not completely fine with are Pop and DS. I think that 25% Pop is a better change than 20%, and I don't think DS needs a nerf. That's all.
The only change I'm worried about a bit, are the sabotage changes, but that's about it.
So overall, imo, this update is fairly healthy and good.
Pop nerf does feel a little strong... but I also don't think it's a strong enough nerf to make it not worth running... even at 20% it's still a powerful perk. You can combine it with something like Eruption to still get some pretty hefty gen slowdown for each kick, so kinda waiting and seeing in that one.
I'm torn on the sabo changes, cause more sabos means less gen rush... but also more aggressive play... and I really hate Boil Over players 😒
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@Beardman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718445#Comment_3718445
some chases only last 10 secs. 60% killer win rate atm. Let's not forget the killers that down the 3rd survivor and just leave it bleeding out to get the last one so he can escape or anything….
Killers have it good honestly, been playing for years both in console and PC. It just keeps getting easier, killers get what they want.
And I enjoy both only play a few hours with the few people who still actually want to play as survivor.
Pattern of bloodpoints look the same to me in the EU.
Weekends there are more killers, weekday evenings there are more survivors.
At the level I'm at, the number of flashlights, background players, FTP + Buckle Ups, and Boil Overs I see has become astounding. At some point my killer games became a lot less chill, and survivors now are regularly running aggressive perks.
I tend to let the last player go, but I always play like I'm trying to win, and try to catch them first. I'm not too enamored by scoring 4ks unless I have to complete challenges or Adepts.... despite that killer tends to be quite stressful, where even if I want to play more chill, survivors kinda force me to be more hardball... if I don't take at least 1 slowdown, it becomes VERY hard to get even close to a 4k.
Yet on soloQ survivor, I can still play rather chill, and pretty much run any build I want, and still do fine. I regularly get to 1 gen remaining or gates powered, and the times I don't are usually when 1 player suicides on hook, DCs, or plays stupidly aggressive even when they're on death hook. I always get more frustrated by my teammates than the killer.
So from my perspective, I agree killers have it good compared to orevious years, but heavily disagree with the insinuation that survivor is unplayable. I play without any exhaustion perks and survivor is still perfectly playable, it's hard to say the same for a killer without slowdown. From my perspective killers are in a good spot where they can't be easily bullied, but actually trying to get a 4k is pretty tough against competant teams.
Stacking 4 gen regression perks is admittedly too strong, but the upcoming changes are addressing that, and it looks promising across the board to me.
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Honestly the cool thing reading this is the realisation of just how much is possible...
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@OrangeBear said:
This is what i've wanted. 🙏Performance on my pc has been getting worse recently so i'd like to start playing on PS5.
Also this is most likely a result of a survey question that was asked some months agohttps://us.v-cdn.net/6030815/uploads/XS3YQHFU4TUB/image.png
Before this they always said they couldn't do cross progression because they weren't able to have DLC transferred across all platforms but it looks like now after the survey they're willing to release it without it. It will definitely suck having to buy all DLCs again but i am willing to and anniversary will probably have good sales on DLC which it usually does.
To be realistic though there is a possibility that not all platforms are supported. If one isn't the most likely one is that playstation won't be supported. Since PS is usually the most difficult when it comes to cross-play and progression but i feel like if dbd on playstation already has cross play and i feel like that makes it much more likely it'll have cross progression too. And there is games that have cross progression on ps like Overwatch 2 and Fortnite.... How long have you held onto this screenshot? 😅
Also:
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<oops misclick, can this double post be deleted please?>
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Well... tbh the big issue is, D&D has always had a bit of a PR issue... and recently even the fans of D&D have a bit of PR nightmare. D&D IS an awesome license for DBD, and I'm excited for it, but it's kinda hard to ignore the current PR issues surrounding it.
The way it tends to be presented in media a lot of the time is as a complicated maths and rules heavy game for reclusive and awkward nerds, who spend most of the game rules lawyering dumb little technicalities at each other. Even Stranger Things does a really bad job of presenting D&D, it just looks lame and dweeby... it was only in season 4 when they actually started to present it at least somewhat like how it actually is (if you ignore some stuff)... and how it is actually pretty cool.
So you obviously have that problem... those who dont know D&D obviously won't have that much hype... however D&D had a big surge in popularity recent years thanks to the likes of Dimension 20 and Critical Role, so while there may not be that many people who know D&D in the DBD community, there is not a shortage... and there is no shortage of content that fits very well into the DBD world.
However the other major thing working against D&D, is even for those who are fans of it, the owners of D&D (Wizards of the Coast and Hasbro) have recently tried to severely limit user content and change the licensing agreement.
Obviously D&D lives on the creativity of its players, but despite that they tried to basically capitalise on the success of any podcasts and content creators sharing their campaigns as web series or whatever by forcing them to pay percentage of their revenue for using the D&D ruleset and monsters... even though the rest of the campaign is completely the fabrication and creative skill of the dungeon master.
They have also taken away a lot of customer friendly features from services like D&D beyond, and started making it so players can no longer buy discounted portions of rulesets from different book in line with their needs, and then get that value back if they then buy the whole book... to instead only being able to buy the whole book. So now instead of spending $1.25 on a specific monster you want for your campaign, you now have to spend $30 for the book it's in, even if that's the only one.
A lot of this is currently still ongoing, and so many awesome shows have basically had to drop D&D completely to keep their stories going, which has just been a headache for everyone involved. So you now have an issue where a lot of the D&D community who would have loved this crossover are still pretty sore at the D&D owners right now... and a lot of reaction from the owners doesn't seem to have any intent to nurture any good will with its player base....
So while D&D is an awesome license for DBD... you have a mix of bad public perception for people who don't know D&D, and a current lack of good will from the people who do...
EDT: Personally I'm glad to see the crossover, the potential value to DBD is collosal... but I do hope Hasbro and WotC are bleeding money a bit and this crossover is them starting to consider untying the locks on their content to third parties.... I do hope BHVR managed to get the stronger end of the deal... 😏
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717923#Comment_3717923
The issue is that depending on how good or bad the tile is leaving it and not engaging in a heavily one sided 50 50 can be the best option, so it is not really their fault for doing so.
I mean if you cannot get hits against good players on those tiles because they play reallywell, no matter what you do, why do you think you should get bloodlust and then the hit? They did everything perfect, and they still get hit because you get a random speed burst.
I would not say that bloodlust is there to break a super strong tile, you're still not going to bloodlust shack or another really good pallet, it mostly harms the gameplay around balanced loops, because they turn onesided with bloodlust.
I don't think Bloodlust should exist at all, but at least bloodlust 2 and 3 need to go, they only help the most stubborn type of player that really does not want to kick the pallet no matter the cost.
I mean if you cannot get hits against good players on those tiles because they play really well, no matter what you do, why do you think you should get bloodlust and then the hit? They did everything perfect, and they still get hit because you get a random speed burst.
This is not an unreasonable argument, but the same goes the other way for the killer. The killer is in a 4vs1, which means the killer playing perfectly shouild be always winning a 1vs1 eventually correct? So by the same token, a killer and a survivor player both playing perfectly should result in the killer always winning in a timely manner. This is what happens with the likes of Nurse, Blight, Spirit, etc… these killers win in a timely manner, and almost never build bloodlust because they have powers that do the job better.
If playing a killer that doesn't have a tool to close down a survivor however, even played perfectly, they can't down in an efficient time frame. For these killers why should it be the only way to land a hit be the result of a survivor making a mistake? Well to give that argument a fair shake… if the killer and survivor does everything perfectly at a loop and the killer still can't land a hit because of the way the killer works, then that killer needs to make their strength up in other ways right? This is the arugment with Pig, or Sadako, their slowdown is what affords the weakness.
However other killers, like Myers, are great examples of why this is a problem, he is artificially held up by the fact he can immediately murder someone with Tombstone Piece. He has no slowdown in his kit, he has no map traversal, he has no real anti loop beyond a slightly faster vault and extended lunge. This means without bloodlust, Myers would have to be even more obnoxious with his ability to kill players to remain even remotely relevant.
If you take away bloodlust, what is your advice to a Myers who is trying to loop at low tiles like Wrecker's Yard, or is pursuing a survivor holding W tile to tile with WoO? There isn't really anything he can do about it… there is no skill he can employ to solve this problem…. and while killers like him are in the game, blood lust is still needed.
In an ideal world we wouldn't need it all, all killers would be equally strong… but the fact is blood lust dminishes the difference between higher tier and lower tier killers… and regardless of the diversity of the cast… sadly chase pwoer and map traversal tends to be the decider on what makes a killer good or not… so unless we homogenise all killers to be great at chase, we'll always have killers who are gonna fall short, and blkood lust patches that dvide in a rather limited capacity.
I don't think Bloodlust should exist at all, but at least bloodlust 2 and 3 need to go, they only help the most stubborn type of player that really does not want to kick the pallet no matter the cost.
All that said however it does seem like in a broad way we both agree, just with different motivations.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717866#Comment_3717866
Generally speaking holding w is only used as a phrase when you do it out of chase, and since bloodlust only comes into account when you are in a chase I don't really get what you mean?
How does bloodlust help you in that situation though? Are you basically bloodlusting the pallet instead of playing it or kicking it? That should not be a thing either…
Sure it is much less annoying than that, still does not mean it is a good mechanic or it should stay… Running from tile to tile and looping it is playing the game… I don't get your point here… Do you mean tiles are that close to each other that you can just not drop the pallet and still connect them or what is your point here?
To clean up some terms, hold W to my mind is vaulting or throwing pallets, and instead of sticking to the loop, holding W away from the tile while the killer is on the other side. Commonly you see players running tile to tile when you play lower tier killers, and is more common whether you break the pallet or not (examples where this usually happens are Trapper, Pig, Sadako or Dredge). Against bad players even when they use their resources as poorly as they can, they can still waste in the region of 20+s of my time doing this before I even catch up to them at another tile. I have not infrequetly gotten to blood lust 1 and sometimes 2 just following after them in a straight line after a single Lithe vault.
Against good players, they will obviously greed pallets, maximise the time I spend chasing them, and on a number of tiles with proper use of check spots, it is almost impossible to mind game them. I can double back, turn my red light, pause in place, use all kinds of tricks, and if survivors know check spots and don't makew a silly mistake, you simply can't catch them without running in straight line and forcing them to block windows or throw the God pallet and weaken the tile. Can I go for someone else? Sure,a nd a lot of the time I should (and do). Identifying when you're gonna take way too long on this strong tile is a skill in of itself, but on killers that lack anti-loop, there needs to be a fallback mechanic for scenarios where there is literally nothing else more productive that you can do with your time other than chasing this survivor.
Essentially my argument in favour of BloodLust 1 is: any killer with an anti-loop element of their power, is always better trying to use their power than trying to use bloodlust. Any killer that doesn't have any real anti-loop usually has other elements of their kit that aids them in the trial outside loops… but there are scenarios where building bloodlust is not even really their fault and isn't actively sabotaging their own chances of winning the game for the sake of a kill. Ultimately ending chases efficiently is the main distinction of a strong vs. a weak killer, and this basic mechanic provides a weak chase killer something to fall back on to at least try and break a super strong tile, or cut off a survivor who is just running tile to tile.
That said… BL3 is BS and should aboslutely be removed, and BL2 should be the new maximum with maybe another 5 seconds to trigger it added.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/413834/bloodlust-needs-a-rework
I think bloodlust should just be removed entirely as it rewards killers that play poorly or stubborn to finally get a hit/down.
Main reason Bloodlust needs to stay in the game is due to the effectiveness of hold W against any non dash/non ranged killer.
On someone like Blight, Huntress, Nurse, Spirit or Hillbilly bloodlust doesn't make a lot of sense…. but on a number of weaker killers it defintely does. If survivors play the loop, fair enough, but most don't even bother, and will make 1 loop on a strong pallet and then use lithe as the killer breaks it to vault the window to run to Narnia. This shouldn't be able to waste upwards of 20-30s of the killers time before they even catch up to try again.
Not to mention there are several low tiles or tiles with checkspots where it is almost impossible for an m1 killer with no/weak anti-loop powers like Sadako, Legion, Myers, Pig or Trapper to win a mind game over the survivor unless they make a mistake. The only way to get them to throw the pallet a lot of the time is run after them and disrespect the pallet completely until they are finally forced to throw the thing and hope another strong tile isn't nearby. Someone like Pig or Trapper for example (who do have anti-loop) can't use it 50% of the time, cause if they try, it takes too long and just loses to hold W. It's not a "skill gap" if the only way the killer wins the exchange is if the survivor screws up their looping path.
Unless we want to explore some kind of mechanic to prevent holding W from tile to tile, maybe something like a fatigue mechanic where spritning while over a certain distance from the killer results in the survivor slowing down and needing to catch their breath, bloodlust can't be removed. I'm sure you'd agree, Bloodlust seems much less annoying than something like survivor fatigue.
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@Raconteurminator said:
Is the perk broken? No. Is it unhealthy for there to be perks that bypass foundational skills? Yes. Situational awareness is an incredibly important ability to posses; Windows of Opportunity both bypasses that and offers no incentive to ever learn it.
This,
In short running WoO creates very bad habits at low and mid levels and actively makes you a worse player overall. Anyone who runs it regularly becomes totally lost the moment they play without it.
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I'm assuming you're also halving the charge time for these blinks as well as halving the distance? Not going to have to charge for a 20m blink to only go 10m?
I think Nurse being as unique as she is is not something to be thrown away. Your average Nurse is a lot of fun to play against with mind games that are unique to her... the only time she becomes a problem is when you go against a God tier Nurse. As such her being completely reliant on her blink for mobility and chase is a good thing... even if I myself have to play spasmodic breathe or matchbox Nurse to be somewhat consistent results on console… her accessibility to a non mouse user is not great...
I'm not sure how to limit God Nurses. Resetting/preventing her blinks recharge until she recovers from a stun maybe so Decisive, Flashlight Saves, Pallet stuns might be actually effective could be good... but I would be very reluctant to change her away from her pure blinks playstyle basekit.


