UndeddJester
UndeddJester
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I personally would prefer WoO was changed just so it was actually engaging to use.
It's not that WoO is overpowered, it's just a lazy perk. There is no need to actually develop your own map/tile knowledge or looping skills on weaker tiles, because you can always see/find every strong tile and every chain without ever having to think about it.
Instead of playing survivor being something where you have to take stock of your environment, look for windows and pallets beforehand and consider escape routes as you go, instead you just absent mindendly jump on a gen, knowing WoO will do the work for you.
Switching my brain off like this makes DBD more boring for me, and much harder to actually learn tiles and routing paths... so as such I refuse to run WoO.
If while active it showed auras and then went on cooldown after you took a vault/dropped a pallet, then reactivated after just 10-15 seconds worth, I'd have to at least take stock of everything around me before I vaulted so would actually help me commit tiles to memory, rather than allowed me to not bother at all and still get away with it.
Though maybe that's a little masochistic of me, and I can't exactly push my preference ahead of what everyone else wants for this perk... especially given this is a nerf, and I don't think this perk is OP. This change would just make it more interesting for me to consider running it.
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Definitely needs more power stance 😏
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... Skillchecks work like the Deck of Many Things...
If there was ever something truly terrifying... 😱😱😱😱
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@Kyle123 said:
he doesnt deserve a buff
he just spams m2 and he gets it pretty quickly back and got 3 uses thats unfair and then he just uses bamzoole so survivors cant escape from him which is totally unfair then he just chases you so you gotta drop every pallet
then he camps the hook and once the person rescues the other one they both get downed cuz he is just a camper
make his chainsaw last longer but also he should be slower using it cuz its unfair how much op he is and he is boring he is just a copy of hillbilly that is just for looping,tunneling and camping he takes 0 skill to use
hillbilly takes skill to play so remove bubba from existenceWho hurt you man... why you hate Bubbas? 🥺
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Waiting for the right moment to strike with a "weak perks to target" thread.
I'd actually like to see a poll where everyone can pick the 5 weakest perks either side to buff and see which ones come up. For myself:
Survivor:
- Better Than New - Weak effect lost on wound.
- Poised - Too unlikely timing to ever give value, and useless if you pop the gen yourself.
- Dance With Me - Too short to ever do anything.
- Self Preservation - Short range and killer already knows you're nearby when they hit your ally.
- This Is Not Happening - Only works while injured for a weak effect.
Killer:
- Leverage - Game is basically over by the time it starts to come online.
- Predator - Should add more scratch marks, and makes them brighter.
- Scourge Hook Hangman's Trick - Why? Though may be better now sabos are better?
- Septic Touch - Unlikely to trigger, and even if you do... who cares?
- Shattered Hope - Literally does nothing of value.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713524#Comment_3713524
Guys!!!
Mandy arrived!
https://us.v-cdn.net/6030815/uploads/3J160F95UUQK/whatsapp-image-2024-05-10-at-14-07-56.jpeg
https://us.v-cdn.net/6030815/uploads/BYCIFZJ7L96T/whatsapp-image-2024-05-10-at-14-09-08.jpeg
Hahaha, she has the Gears around her head as a hairband xD
That's amazing xD
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I know why you suggest this, but trust me you don't want locked perk slots.
This change puts BHVR directly responsible for the meta and gameplay, rather than meta and playstyles being natural and organic.
Lots of games try to do this role lock type of thing, and it almost always backfires. Overwatch being probably the strongest example.
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@sizzlingmario4 said:
I honestly don't think most of the slowdown perk nerfs are even that big of a deal. Most of the changes except for Pop are pretty minor imo. Deadlock is 5 seconds shorter, Grim Embrace is only 2 seconds shorter on the first 3 tokens, and Pain Resonance only got a 5% nerf. None of those changes make those perks bad or not worth using anymore. The Pop nerf was the only one that kinda stood out to me as being more severe.
Right? I'm more than happy to trade in those numbers for Background Player and FTP+BU, as well as all these killer buffs.
Almost can't believe Bubba finally got his basekit chilli's and scratch marks.
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@Chocolate_Cosmos said:
I am sorry but significant buffs to push killers to A tier?
The only Killer who got huge buff and was put into top A is Hillbilly.
The rest of buffs were nice, sure, but they are rather small scale. Pig is still weak, now reguire two dash add-ons to make her chase power useable. Doc is pretty much same just less add-on depandent so he is still like bottom B/top C. Deathslinger got small buff. Twins got QoL buffs but they were allready strong. Bubba gets his addons base kit which is very nice but the overall power level still is same or pretty close as of now if you would use his best addons.
While nerfing key killer perks definitely hurts these who need it the most.
I said closer to A tier, and the difference of Killer power across the whole board is reduced, you have to admit that.
EDIT: in fairness I should have said B tier.
Numerous killers have had their chases improved, the ones you name all are better in chase. The point you're missing is survivors are losing a lot of the perks to mess with you, get second chances and interrupt your ability to hook. By proxy, this makes the killer more dangerous and efficient for exerting map control.
Killers are enjoying a higher kill rate in recent months than they have been in a long time, you also can't deny that. So with your ability to secure hooks and end chases faster improved, yes it makes sense to lose some gen regression, since we're already doing well. As I said don't be greedy.
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My personal take is Killers have been eating well recently, the strongest gen regression is ofc going to get hit.
Numerous killers have been enjoying a significant slew of buffs, as well as a number of overly strong survivor perks getting nerfed in recent updates. We've been seeing higher kill rates lately across the board towards the target 60% kill rate for all killers.
In this same update we're also seeing hits to Background Player, Decisive Strike, FTP+Buckle Up, so survivor side is losing a lot of the more ridiculous and egregious perks. With the gen regression being the strongest choice, it was always going to get hit to balance out these problem perks being impacted.
I'm very happy to sacrifice some regression on the strongest regression perks to get rid of BGP Narnia runs, FTP+Buckle Up pick ups, and to make body blocking DS less profitable.
On survivor side, I'm also happy to lose a second on decisive strike if it means less regression on the pain res and Pop combo, and less block time for Deadlock and Grim Embrace.
I think both sides got pretty much everything frustrating on the other side hit, and I don't disagree with a single 1 of the changes.
Little concerned about Chucky though, he'll need monitoring to ensure he is still viable, but everything else is sensible.
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@JeanGreyarea said:
I guess you technically can still run made for this and wglf to get that same effect so maybe (and I mean maybe) it’s not that bad
I actually do run this, you can get it down to 6.4s for a full heal with Botany Knowledge.
If the killer slugs at all and the survivor gets to 50% recovery you can basically guarantee you can pick up, even eating a hit to do it. It's actually nice because a lot of killers don't expect this.
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@Dream_Whisper said:
I would be fine with this nerf, if it also reset certain mobility killer's power like nurse ans blight tokens, so they cannot immediately used it after been stun. But That Is It! No more changes, as I am sick of the complain that DS is overpowered or it is worthless. Just accept that it is supposed to be a anti tunneling perk and that's that.
Seems like this effect should just be inherent to those killers for stuns in general. Both have mechanisms to bypass pallets, don't care vs. DS, Head On, or flashlight saves...all of them are hard to hit on these killers and should be rewarded.
Though with Blight now nerfed again... I'm a little more reluctant to throw another nerf on him right now. However Nurse I think is fair, any stun and she loses all power tokens.
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I think the intent is to make it so a skilled survivor can still outplay Wesker.
Yes you can still tunnel... but the Survivor has a longer time before their death sentence hindered procs, and that hindered also isn’t as strong. This means the Wesker still actually needs to win exchanges if he wants to tunnel, rather than being granted a hit basically for free when the hindered procs.
Skilled Weskers don't need or rely on the hindered effect to catch a survivor, so to my mind it's a good set of changes that doesn't really affect his skills ceiling, but reduces his more brain dead play for Weskers who wait on the hindered effect to tunnel a player out.
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@JeanGreyarea said:
overall I think this update was very good. Only thing that bothers me is the buckle up change. Before anyone ask, yes it’s synergy with for the people needed to go as there was nothing you could do about it. But I just want to ask by itself, was the perk actually problem? I personally don’t think so. Again for the people buckle up needed to go, but by itself I don’t think the perk was a problem. It’s new affect doesn’t seem appealing either
I dunno... its 5s at 150m/s... thats a free background player proc with no exhaustion for the picked up survivor...
Can still be used with FTP and Unbreakable, and would be pretty damn good for saving a tunneled player...
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Wouldn't mind some kinda help to turn after the scamper with slice and dice... something just to make it easier to stick close to terrain and actually attempt to score a hit.
Thinking sonething like a faster turn speed immediately after a scamper (similar to Hillbilly), or the ability to aim where you want your go as you scamper, rather than it dragging your camera perpendicular to the pallet and having to wait for the scamper to end in order to aim.
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@GoodBoyKaru said:
We know that it's DnD themed, that's it.
Do you know how much cool ######### exists within DnD??
This.
D&D has some really dark and gruesome stuff in it. Man sized insects with venom that dissolves your bones into jelly, creatures that magically eat your brain and possess your body, invisible stalkers that envelope you with torrents of wind that makes it impossible to breathe while using the very air to slice you to ribbons, foul smelling pig like giants that will crush your bones and eat you alive Attack on Titan style, poisons and spells that can petrify, ignite your blood or straight disintegrate a hole through your body.
I doubt it would be a beholder, but since one was shown in the teaser, a Beholder is an extremely intelligent, arrogant and evil entity, with a massive superiority complex, and a belief you exist solely to serve it, or die at its behest, either to remove you as an obstacle, or just for its own amusement. They are a large and genuinely horrific monster that has the power to subjugate the minds of, enslave, or brutally murder you and a whole towns worth of people with spells causing a large variety of slow and painful deaths.
Everything in D&D mostly exists as a still image in a book, so won't resonate with people not in the know... but if you've ever actually imagined how a real Beholder would look/behave, they are genuinely horrifying Beasts.... imagine a ball of flesh the size of van, with a mouth the size of the doors sporting rows of long dagger like teeth, a single massive eye that disables all magic within its feuld of vision, including attacks, healing or shields. It has a whole bunch of thick and power tendrils coming out of it, with each one ending in its own eye and capable of casting spells that can blow a hole straight through you, cut you in half, freeze your limbs, burn you to ash, turn you to stone, melt your skin, hypnotise you to do anything it asks (even murder your friends and family), and many others. It can fire any one or all of these spells at you at any time, aimed by simply looking at you, and near impossible to dodge. It hovers silently, sleeps with an number of its eyes open at all times, can see in all directions at the same time. There is no sneaking up on it or sneaking past it unseen...
Beholders are no joke... any person who plays D&D hopes they don't encounter even an infant or lesser Beholder... they are that dangerous. There is a reason that they are such a very well known monster, even by people who have never played D&D.
...and that is just 1 possible creature they could call on... and compared to Vecna, fighting a Beholder is like taking on a slightly annoyed field mouse.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715370#Comment_3715370
You can’t fake a hatchet to gain distance on a survivor. Pyramid Head can do that since he has almost zero punishment for using/ canceling his attack and he moves at 110 when holding his attack. Huntress moves at 77% when holding a hatchet and you lose a LOT of distance VERY quickly. It’s also a 2 second penalty for canceling a hatchet, AND the recovery time is TWO seconds lol. Which is insane, that means if you cancel a hatchet you have to wait 2 entire seconds before being able to swing on top of moving at 77%. Also they are playing on Switch not console, so it’s even harder.
Oh I know, I was meaning more in regards to close loops, keeping people at pallets instead of holding W away. Looking back I didn't make any mention of that... I thought it and didn't say it... thanks for the fact check 😅
Players who know what they're doing it won't work, but at lower levels people mind game themselves a lot 😁
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@ohheyitsbobcat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714677#Comment_3714677
You have no idea how happy it makes me to see this spread around. Thx. <3
I mean you nailed it friend! When you find a smart plan, it's a crime to let it be lost 😁
I got the achievement on my first attempt trying this plan, and I wasn't even on the Game 🤣
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@CountOfTheFog said:
I have always liked The Huntress but hitting Survivors with Hatchets on Nintendo Switch is something I can only do when the Survivors literally let me for a Daily Ritual.
I really want to buy this skin for her because I love it and the unique Lullaby it has and I want to play as her in it.
https://us.v-cdn.net/6030815/uploads/ONBD7BVFD5UY/20240509-141307.jpg
Do you think it's possible to be a good M1 Huntress? Especially once my Huntress MMR rises assuming I get some kills?
I know she has a slightly slower movement speed but I figure maybe the Batteries Included Perk could help me out?
Have you ever played against or as a Huntress that did not throw Hatchets?
My advice for console Huntress is you kinda want to play her like Alien or Pyramid Head.
Obviously going for shots when you can is worth it, just so Survivors know you will throw, but you mostly want to use mind games and play for Survivors being locked in animations such as vaulting a window or dropping a pallet, then you just hit with a hatchet.
Taking add-ons to improve windup/recovery are good for a console playstyle. If a survivor commits to the window you score the hit, if they don't you can try for the hit and if you miss recover for the m1.
Like PH you can also fake where you pull up the hatchet and as the survivor tries to juke, put the hatchet down and gain distance on them, condition them that you won't throw, then actually do throw when they don't expect to juke.
Doing this you can actually do pretty good as a console Huntress.
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Is it just me, or if you take the changes overall... this all seems very healthy?
This update kinda cooks tbh…
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Specificity is better than a vague blanket statement. Is there something specific you have in mind?
Personally my opinion regarding game balance is things are defined just as much by weaknesses as they are their strengths, arguably more importantly by their weaknesses... which is a perspective I see a lot of discussions about game balance get very wrong.
People typically want to keep buffing things, but they rarely or never want to nerf things, which a psychological effect of the human survival instinct. You react more to things beingbtaken from you than you do being given to you, cause there is no upper limit to what you can acquire, but there is a limit to what you can lose. As such people get far more upset at nerfs than the equivalent positive effects of buffs, and this phenomenon is what leads to power creep.
If you have something that is your default best choice because it has no real weakness, and/or it's strength counters its own weakness to the point the weakness is moot, then things must be nerfed. The definition of a well balanced game is one where players have multiple options relating to their play style, that has equal advantages and trade offs relative to any other option.
An example in DBD of good balance is the various options of exhaustion perks. Each one brings with it a certain playstyle with their different situational advantages and weaknesses, where there is no "best" perk for all scenarios, and (almost) all of them have a niche it can occupy.
An example of bad perk balance is the various options of healing perks in DBD. Certain perks like Botany Knowledge and We'll Make It stand over perks like Desperate Measures, Autodidact, Boon: Circle of Healing, Leadership, which also stand over We're Gonna Live Forever, Empathetic Connection and Better Than New. The disparity of usefulness in these perks means if you want a healing perk... your best choice is almost always We'll Make It or Botany Knowledge, as these perks don't really have weaknesses, or they can be easily overcome. You could argue either way for buffing other perks or nerfing these perks, but ensuring a properly defined weakness should definitely be a strong consideration for any balance pass.
There have been good nerfs and there have been bad nerfs, but given all the above points, I tend to applaud BHVR for being willing to nerf perks and not keep buffing things to slowly introduce more and more power creep.
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@ohheyitsbobcats build is the one I would suggest. Of all the builds I've seen this one makes the most sense to go for it:
@UndeddJester said:
You kinda have to hope that survivors are a bit potatoish, so lowering your MMR helps a lot... however you can brute for it to a degree. Can't remember who posted this build, but credit to them whoever they were.
PWYF, Agitation, Iron Grasp and Corrupt Intervention, and the 2 iri add-ons.
The Game is pretty good for this, as you can take people to the gates and drop them off the ledge off your left shoulder so you can catch them before getting to hatch or lockers. Once you get the first 2 out, you can slug one player and go for the last (hopefully the obsession to get your last stack back), then carry the last to a dead zone and try to finish them off.
I actually got in on RPD, but that's the principle. I got super lucky and got it on my first attempt cause I got players who were really not good... but this build helped a lot, and the fact players can DC now and leave a bot makes this A LOT easier to get.
The Game exit gates are the only guaranteed deadzone I know of where you can drop a survivor that makes it basically impossible for them to get away to a locker, and you can build bloodlust as they try to juke around that area.
You still need to catch the 3 out of 4 survivors before hand and not get stuffed by hatch, but this is the strongest method I've seen that eliminates a survivors ability to wait you out via bleed out, end game collapse or EW stacks.
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@vBlossom_ said:
Kinda seems like nerfs for survivors and buffs for the killer for me 🙃
Why Resilience need nerf, this perk already puts you in bad situation - you have to be injured to have buff.
Also, why +9% on Resilience needs nerfs, but -20% debuff from Pentimento with lingering effect is okay?Also idk why Bothany shouldn't stack with medkits as medkits and healing in general were already nerfed.
Killer: -
- Knockout - Nerf
- Scourge Hook: Hangman'sTrick - Buff
- Pentimento - Rework/Nerf
- Insidious - Buff
- Shattered Hope- Buff
- Franklin's Demise - Nerf
Survivor: -
- Calm Spirit - Buff
- Background Player - Nerf
- FTP/Buckle up - Nerf
- Plot Twist - Rework/Buff
- Reilience - Nerf
- Botany Knowledge - Rework/Equal
- Wicked - Nerf
Not sure how you came to that conclusion of nerfs for survivor and buffs for killer. Seems to target the most problematic/weakest perks on both sides. Not convinced Resilience or Wicked needs a nerf myself. Botany Knowledge rework is OK, though personally I kinda like the "troublesome with medkits" version we have now.
Appreciate the clever Pentimento and Shattered Hope rework. I like the fact that Pentimento actively makes tunneling/running back to hook less profitable for the killer compared to finding someone else and chasing them. Actually supports a more split pressure gameplay style, which is very cool.
I'd go a different route with Hangman's Trick, add 1 or 2 extra Scourge Hooks, this synergises with it's own effect, and it makes it an effective Scourge Hook support perk.
Insidious is interesting, though I don't think even this would be very good/useful for anything outside of camping…. though admittedly I can't think of a better idea offhand. Maybe something similar to Ultimate Weapon flow, where you open lockers silently and after doing so you gain Undetectable for 15s. Has a 45s cooldown or something.
But yeah, not a bad list I would say.
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@ReverseVelocity said:
Not a bug, that's the effect of the Original Pain addon:
https://us.v-cdn.net/6030815/uploads/1NXVJH20030S/image.png
Since it puts you in Deep Wound, and being in Deep Wound stops Endurance from doing anything, the addon bypasses Endurance.
I don't think it should work like this in the cases of this addon, but it's intended.
I didn't see that, even after rewatchimg it 3 times! Now you've pointed it out, obvious now xD
Today I learned. Thanks!
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Jeff in all categories
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714182#Comment_3714182
There is no derailing there, since I was referring to the cost in general in the post before and set it in relation to the price of a playable character compared to just their perks....
Great market example, just that you don't buy all parts individually but just their perks... You basically pay more for just their perks instead of the whole thing, despite bloodpoints being far less valuable than shards. Besides that there is a difference between ridiculously expensive and slightly more expensive to make people buy the whole thing...
Leveling up a character does not cost you playtime, unless of course you mean playtime as in the time to spend the BP on the character... Perhaps you want to play the character? Why else would you buy something if not for being able to use it.
A fraction is Allright, all 3 perks being 30% more expensive than the character in total with perks is ridiculously overpriced.
As for the general concept of perks you pay what for 3 levels of a perk? 10 K BP? That is way cheaper than getting the basic perks via the shrine... I don't see any reason to waste shards that way... And if you don't want to use shards you might as well buy double perks and use the 100k BP you get for that to buy the perk in the bloodweb... Basically still a better investment... And even those 100k is way too cheap for the amount of shards they cost... The whole shrine is just ridiculously expensive and needs to be reworked.
I mean we're still hanging on the price, and the point of the suggestion isn't the price, the general perks being in the shrine is the actual meat here.
The price is ofc something that can be discussed in addition, but the actual discussion here should be about general perks being available in the shrine, and all I'm pointing out is if you reread your posts so far, you're hyper focusing on the wrong part of the suggestion.
However on the topic of price... yeah, what is a survivor? A character skin, and their perks. If you're not playing the character, the only thing left is their perks. So yeah, if you buy the individual perks of the character they should end up more than the character. That's the incentive to instead buy and level up the character. If you only want particular perks, you only buy those perks and specialise, but buying the individual pieces should be more than a character you then have to level up in tne bloodweb.
I do ofc agree with you that the scaling cost of perks in the shrine is silly. Unlocking a yellow perk is FAAAAAR more valuable than upgrading a perk to green or purple. I would suggest making these cheaper than the yellow unlock.
My full list of changes to the shrine are here:
@UndeddJester said:
Hell yes. Also:
- 4 slots per side.
- Unlocking perks via yellows are 2k shards, green and purple upgrades are 1k shards.
- Guaranteed yellow perk each week.
- Ability to lock perks in the shrine.
The increased cost of higher tieers doesn't make sense. The yellow unlock is way more important than the green and purple upgrades, just to get it in the bloodweb. After that, upgrades are a convenience, and should be priced accordingly.
Locks would be great so you can save up.
Could also look at having so many "refreshes" per player.
I have other changes I would suggest, but this to my mind is the minimum set of changes needed to make the shrine somewhat functional.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714151#Comment_3714151
Obviously, but that is way too expensive... You can get a character for 4.5 or 9 K but 3 perks would be 6 K... That is ridiculously overpriced...
Don't derail, regarding general perks, the price is not the subject, it's the concept of them being purchasable in the shrine that is the actual suggestion.
For the cost of perks vs. character cost, you do realise that in terms of creating a market, it should be less efficient buying the individual parts than buying the overall product don't you?
Buying the character means putting playtime and bloodpoints into that character to level them up for their perks. Why ever pay shards on a character if you can buy all of the individual perks of that character cheaper than the character themselves?
If you want to only buy top tier perks, you can get them for a fraction of the character cost, but if you want to unlock everything for the character it's more effective to buy the character. ..
This seems perfectly reasonable...
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713421#Comment_3713421
This is actually true and quite a good analogy, but you yourself could see, that raising volume (making picture larger) is vastly different from lowering the volume (making picture smaller). You can easily reduce volume without creating noticeable artefacts (like for Jeff), but you might get noise if you try to raise it too much in source file (Ada).
And as for the implementation - the easiest thing you can do is direct boost/lowering voice and that's good enough so long as you test it with your ears. Changing volume is as easy as decoding the source file (which is basically unziping - it's not zip file, but something more suited for sounds) which results is a "stream" of fractional numbers between 0 and 1. If you multiply them by 2 - you effectively doubled volume (energy-wise) - you would need to remove everything which gets you above 1 (hence some distortion), but it works. But lowering volume? You just divide everything by 2 and voala - you just effectively lowered volumes. Nothing hard really and especially lowering volumes have hard time in distorting the sounds (it is possible - computers can't precisely store numbers - so if you lower the sound by 0.000001% million times then you get distortions out of it) - but if you do 1-time correction (ideally keeping a safe copy of your source sounds) there's no way it would be noticeable in case of dampening sounds.
All you need to take into account is unzipping (you already have this as this is how every computer plays sounds), multiplying/dividing by your specified number, make sure they are within limits (0, 1) and zip them back in (this can be even done by audio converter online - there is even uncompressed format "wav" that you can construct yourself easily and convert that to your desired format).
There are audio programs that do these things better (converting files on their own, they understand human ear and the fact that you "feel" different volume in lower frequencies and in higher frequencies, better filtering of the resulting numbers after multiplications and so on and so forth) but really - this is just extra stuff and extra complications. You can do it like I wrote (with correction from someone listening to the sounds) and the end result will be quite similar. And it will not take you that much time. BHVR is either trying to overcomplicate it (like create tooling that can equalize all the stuff on the fly & precisely measure volume perceived by human and adjusting resulting sounds by different metrics/frequencies and so on), or they just don't care. I presume it's the 2nd thing though even if both are possible.
Nice to finally get a well reasoned and informed response in this debate rather than every point I'm making being ignored and just being told I'm wrong without any audio processing understanding or investigation to back it up. Massive thanks for that 🤘
You're likely spot on, at the end of the day when it comes to audio engineering, a quote I can cite from my audio engineer colleagues is "if it sounds good, it is good"... basically even if it isn't technically correct, it doesn't matter if it achieves what it needs to achieve.
So I doubt its as impossible as BHVR make it out to be, but... just to be fair, its not quite as simple as people make it out to be either. 😏
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Don't see a reason why a BP bonus for a full solo team would be amiss... or hell just a BP bonus for playing soloQ, even if it's just 25%.
Would help out new starting players and be a silver lining for a soloQ game that goes rough.
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Hell yes. Also:
- 4 slots per side.
- Unlocking perks via yellows are 2k shards, green and purple upgrades are 1k shards.
- Guaranteed yellow perk each week.
- Ability to lock perks in the shrine.
The increased cost of higher tieers doesn't make sense. The yellow unlock is way more important than the green and purple upgrades, just to get it in the bloodweb. After that, upgrades are a convenience, and should be priced accordingly.
Locks would be great so you can save up.
Could also look at having so many "refreshes" per player.
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I'm secretly hoping the reason BHVR hasn't said anything about Freddy is they have the clout and bankroll now to make a play for Robert Englund Freddy.
That said, I actually rewatched the remake, and with the rose tinted fanboyishness for originals I had 14 years ago, I actually liked it a lot more on a second watch.
Sure I have gripes and things I would point out... there was a reason I didn't like it on a first watch, but on a repeat viewing, it's grown on me a little more.
I have a new found appreciation for the dream snares now... if they made Freddy more skillshot based rather than a trap based, where his dream effects are a little more active, I think he'd be much more engaging to play.
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It's lost its power on Pig headtraps, which was definitely needed...
It functions a little bit like Nowhere to Hide now, but a little more flexible on when you can use it, and has a larger range. It also counters WoO for the chase on anyone you reveal, so its not completely garbage... but it is probably a little overnerfed.
Some small QoL like a small haste boost after opening a locker for a short time to offset the having to stop for a locker might be nice.
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I Lol'd xD
Seriously though, FTP and Second Wind might be a shout for this one and just healing people immediately off hooks....
Y'know if you wanna avoid using controversial perk combos.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713390#Comment_3713390
If you're grappling with it download an audio editing program of your choice, record yourself saying something and then lower the volume on it. You can do this yourself in five minutes. You will not experience a degradation in quality.
I suppose an easy way to explain it, increasing/decreasing volume on a raw audio signal is the same thing as taking a picture and trying to make it larger or smaller.
You might successfully increase or decrease the size of the image, but you haven't improved the resolution, so certain things come out looking pixilated or truncated.
If you're only doing a small change, you might get away with it, but the bigger the change the more the image gets butchered.
It's the same thing for audio, at least that's kinda how I understand it as a layman.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713390#Comment_3713390
If you're grappling with it download an audio editing program of your choice, record yourself saying something and then lower the volume on it. You can do this yourself in five minutes. You will not experience a degradation in quality.
It is the same effect lowering audio as well, but instead of stretching the audio signal, you are squashing the audio signal, so you are still reducing the audio quality. This is a question of producing a professional level audio file, not a fan made mod. There is less tolerance for subpar work in a professional capacity.
As I stated already, you can try it your way and see if you get away with it. You might be lucky and it'll be fine, I never said it wasn't possible to do it and get away with it. In my original post, and the follow up above, I was stating fact, that modifying an audio signal in the way you're proposing will reduce the audio quality. Whether or not it is human detectable or not is a different question.
All I know is that BHVR have tried it already, and they stated it was more complicated than it seemed at first, and this was me offering what I can as an explanation why. I ask you, if it was so simple, why wasn't it done? It'd take less than a day for 1 engineer to do it, so why wasn't it done and instead they opted to invite this very backlash and criticism?
So as I've said numerous times, people like you may be right, maybe it is as simple as you say and they could have balanced the audio without any noticeable distortion. However I have shared a little bit more insight into the finer details of audio processing to challenge the uninformed statement that "its as easy as opening up the audio file in audacity and turning up the volume".
Professional audio processing is not that simple, and from.my limited understanding, it depends how much BHVR have to modify the input signal as to how feasible this solution is.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713296#Comment_3713296
The person you're quoting is trying to make it seem complicated by over explaining. It is literally just that easy. You turn down the volume levels. I worked in radio briefly and I never had to worry about the audio ghost collapsing waveforms on copy I voiced. If something is too high, you turn it down. If it's too low you can turn it up to a reasonable degree without degrading the quality. I don't think any survivor needs to have their grunts of pain blasting in your ear so that's not really a concern.
I have learned more on this subject, and that is factually incorrect. After you have processed an audio singal, you can raise the volume, but you can't raise the volume of the raw audio signal without distorting the waveform. A low input volume is effectively a low resolution, so when you scale that low resolution signal you get a lower quality sound.
https://youtu.be/A8AmURbzhDk?si=zArePdk6mpeukK4ZIn order to fix this issue I believe BHVR would have to modify the volume of the playback audio for that sound specifically, which would have to be in the code of the game.
As I stated, I'm not an audio engineer so I don't have the expertise to answer this question to a satisfying degree, but I know enough to know it isn't as simple as what you are saying...
I'm not claiming to know better, cause I don't... and I'd be more than happy for someone to explain why raising an input singal and an output signal is different (if it even is...). I'd love to know why I'm wrong, because I'm still grappling with understanding a lot of these concepts myself and would be keen for someone to explain it to me in a manner I can understand.
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It's the end that tickled me... after all of that, and the weird hatch prompt detection caused me to miss the hatch at end and bleed out xD
I went from being kinda tilted to laughing my ass off xD
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Freddy's Dream Snares, while not as well realised as they should be, are better conceptually and more on point for the character than people give them credit for.
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We'll Make It and Babysitter is pretty strong. You always know if you can heal under hook or not.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712907#Comment_3712907
decisive strike is a consistent perk because you can bodyblock with it. It is also consistent in the sense that a killer that does not tunnel "plays worse" by giving the survivor team more time to do generators. now the perk is borderline over-tuned vs B-tier or lower killers such that there is no reason to not run it.
Not that I think body blocking is particularly effective, nor do I think tunneling is so heavily required to win. The more the killer tunnels, the less pressure they exert to keep survivors off gens, so you basically have the game decided by how well the tunneled survivor survives the tunnel... but let's say for sake of argument you're right and I accept DS being buffed is a very consistently useful perk in aid of winning the game.
Correct me if I'm wrong... but doesn't that sound unhealthy for the game? If DS is overtuned, isn't that a bad thing? Why exactly is old MFT consistency good for the game overall if bringing back the consistency of DS is overtuned?
Or have I completely misunderstood and you weren't advocating to bring MFT back as it was, and instead just want it to be buffed to be somewhere in the middle?
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My favourite is when they are injured and I have Empathetic Connection.... for that authetic eating Seabrook Ready Salted crisps after a bag of extra salty Pork Scratchings while working in the Salt Mines of Winsford experience.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712895#Comment_3712895
in my opinion, less consistent effects don't work in dbd. the perk is either consistent and good or consistent and bad.
there is no perk where it is inconsistent and good. For example, Mettle of man has insane effect. You can tank an extra hit. Problem? It is too inconsistent. bad perk.
When MFT was consistent, the perk was good. Right now the perk is dead. OP post is suggesting you to run No Mither or Weaving spiders perk to make it a consistent perk.
I agree with that statement, consistent does mean good, and inconsistent means bad. That was the issue though with old MFT though wasn't it? It was far too consistent.
It always worked for the survivor by them literally doing nothing, which was also the problem with old Decisive Strike, and is why Decisive Strike got its effect buffed, not its consistency.
I don't think MFT needs a buff myself. It's fun to build around as it is, and permanent haste perks like that aren't healthy to my mind in the meta. The maps are built for 4m/s survivors not 4.12m survivors, and killer powers are balanced to the same. However if MFT needs a buff it should be to give it a stronger more obvious effect, not be buffed to bring it back to the "activates for free" perk it was before.
E.g. A 5% speed boost until the survivor does a conspicuous action.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712888#Comment_3712888
i used to run we'll make it with old MFT. Having an empty perk slot for like 66% of your games is not worth it in my opinion. OTR+DH as requirement to equip MFT is too expensive. Given that they buffed decisive strike for no reason, they might buff MFT one day and revive it from the grave.
I would argue that since I get tunneled in 10% of my games tops, Decisive Strike even with 5s isn't worth it either by the same logic, even if the effect is strong... which MFTs effect most certainly is.
That seems like sensible perk design doesn't it? Weaker consistent effects, stronger less consistent effects?
Personally I would be very much against MFT and its free activation condition tailored to screw over m1 killers specifically coming back.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712545#Comment_3712545
i find it too weak to put into a build. Not enough consistency and too expensive.
Off the Record?
We'll Make It?
Dead Hard?
Medkit with styptic?
It's not that hard to proc.... I actually run it with We're Gonna Live Forever, and it has allowed me to unga bunga heal a slug, the none scummy version of BU+FTP. I've even managed to use it in EGC and get out of gate. Is quite easy to proc in my experience.
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Every sentence in this thread thus far just gets funnier as you read it. 😏
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I think the upgrade to UE5 engine kinda puts a nail into the notion of DBD2... future development of DBD in the new engine should hopefully achieve the same effect.
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@ChaosWam said:
I mean, I wouldn't say he's OP as much as he's un-interactive with his AIs, as someone who dabbles with Knight. He has his shortcomings, ESPECIALLY since he's got a few bugs holding him back and some addons feel required.
That said, I'd gladly trade the AI companions for something like, I dunno, each spirit giving him different buffs he grants himself based on his comrades like:
- Carnifax increasing breaking speeds and generator damage per kick
- Assassin increasing his movement speed and putting survivors into deep wounds from healthy
- Jailer slowing down survivors within x range when the buff is applied, slower crawl speed if downed during this buff
Or something like that. Would be kinda interesting to me at least but I can't speak for every Knight player.
I was actually thinking something similar... I personally think split pressure Knight is fine... it's the loop cut off playstyle that is kinda lame.
I was considering something like extending the distance of his path draw to 40m, and then if the Knight walks within 8m of an active guard, he absorbs the guard and gains buffs similar to how you describe.
I was thinking something like:
- Carnifex increases pallet, gen and wall break speed by 25%
- Assassin gives a 3% movement speed boost for 10s and deep wound on hit.
- Jailer allows auras of survivors to be seen for 5s and vault speed to be 15% faster.
This would mean the Knight can't just cut off with guards, he still needs to mind game. If he tries, the guard screams and vanishes in a green flame that quickly diverts towards the Knight for a visual cue where he is.
This also means a fast use just gives him a straight up buff if he needs it in a given situation, for essentially the same duration as a Pyramind Head floor stab.
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There is a strange phenomenon in speed running where exceptional players are actually more likely to cheat, and it's born out of sort of sense of deserving to win after playing the game over and over to get really good at it.
I imagine some mix of that, and also a certain level of boredom and a desire to find/try new things to play with is at fault here. If a trick is complicated and tricky, it becomes more interesting doing the trick than the enjoyment of winning the game legit.
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Showing all possible items to purchase/acquire I guess? Kinda like a "live" category.
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I would recommend Pig. Normal M1 killer, who has a natural slowdown as a fallback to be able to spend time learning in the game. While perks aren't great, Surveillance and Make Your Choice are OK perks.
For characters that aren't paid DLC, I would also consider:
- Legion as another normal M1 killer who has a great perk in Discordance to unlock, and his injuring survivors again buys time to get the loop practise in.
- Artist who can use her crows to find people and as she gets better has tricks she can use and grow into, but otherwise can be played M1, with 3 great perks in Pain Res, Grim Embrace and Pentimento.
- Clown who's chase is fairly simple to play at a basic level, and again is an M1 with great perks in Bamboozle and Pop.
In my experience in modern DBD for new player, I would avoid Wraith. He is fine and simple, but he is quite oppressively strong at low level, and can create bad habits. A lot of the time lowbie survivors will react poorly and/or path bad against him uncloaking and grant free hits. As such she won't get much practise at loops, Wraith is better to learn when she starts going against better survivors. His perks are also poop, so is kinda wasted time.
Trapper is obviously a decent choice, but the need to setup on Trapper will slow her down doing the bit she needs to most practise on, which is M1 chase... but perfectly fine to learn on Trapper if she doesn't take winning too seriously.
