UndeddJester
UndeddJester
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@[Deleted User] said:
Unpopular opinion. Pyramid Head has the best addons π
This is kinda what I wanted to gauge... because while the add-ons are kinda boring, Pyramid Head himself is a pretty balanced killer who people enjoy facing, and in the regard, none of the add-ons do anything to change that...
There is this sort of tug of war where you have build variety on one side, and balance on the other. Ideally you get both, but ofc across 33 different killer powers that is kinda unreasonable to expect.
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@darkshadows8326 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587842#Comment_3587842
You forget that he is one of the tallest characters in the game and that makes it quite difficult to use the undetectable to sneak up on anyone. Look at Nemesis as an example, his add-on is only useful because it allows him to use it at any time with a decent amount of time to it.
So you're saying it wouldn't be overpowered... excellent π
Thing is Pyramid Head can actually hit through walls, so in his case undetectable while carving trails would actually allow him to throw his Punishment of the Damned without warning in select scenarios if he used it well (or invested other add-ons/perks to support it).
Your suggestion is fine, my one issue with it is add-ons for Pyramid Head broadly fit into 3 camps.
- Longer range Punishment of the Damned.
- More usage of Rites via CD or duration.
- Reliance on survivors stepping in his Trails in order to do anything.
The aura read is nice, in fact I feel like it might be a nice switch out for another add-on as an anti-loop add-on. One of the eggs maybe.
However I would hope for something a little more game altering for an iri.
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I was gonna suggest have his trail spawn under him as he carves his trail, making him undetectable while using it.
Still haven't decided if this is OP or not though... he would have at maximum 5 seconds (22m) of silent movement with his trail, and 8m on his punishment of the damned at base, so using it to sneak up on gens would not be too overboard I feel, and it denies 1 of his ranged add-ons for punishment... so... maybe fine?
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I'm really on the fence on this perk... as a console player it only tends to catch me out when I'm lazy with my pick ups, and even then tends to annoy me more than anything else... however it rarely prevents a hook, and it's almost always my mistake when it does.
As such I can't call it overpowered and warranting nerfs... but it is a nuisance xD
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It's possible to win if you get a solid soloQ team that use the time to crunch gens... unfortunately that doesn't always happen, and if you're being tunneled without anti-tunnel perks then it just sucks. There have not been an insignificant number of games where I've been hooked in a pracgical dead zone, and had to just hold W to a corner to buy as much time as possible... which only has value if my team uses it.
A lot of killers are running Scourge Hook: Pain Res at the moment though because it is so good, and at least that does not reward excessive tunneling...
The tunnelers I've seen tend to be running Pop and Eruption, so they can tunnel out and still exert gen slow down, which is pretty rough to face.
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Quite interesting to see Blight dropped in a couple times @lav3 @HugTechLover.
Wouldn't want this to become a(nother) Blight debate thread, but I find Blight a curious choice. Most talking points about him seems to put a few stand out add-ons ahead of others and overtune his power, namely c33 and alc ring are the ones I see mentioned most often.
At my level I've not really played against strong Blights getting noticeable value over what they'd have achieved anyway against a scrub like myself. I can only guess at their strength based on theorising their potential and what other players say.
Would you guys agree Blight has problematic add-ons and you're more voting for their design and interesting effects? Or do you think they're fine?
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@FΓ«rgesΓ« said:
Bugs, cheaters, non existent balance, server issues, this game can barely run on consoles, PC issues, terrible maps, promises they didn't deliver, and more. How is this game allowed to thrive for so long?
... and a partridge in a pear tree.
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Getting stabbed through the chest on the mori with that thing π¨
But yeas, add in alternative weapons and mori's and we've got a bargain π
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@Peanits said:
In my experience, most people want both; nerfs to strong perks and buffs to weaker perks. Buffing weaker perks is great, but if you only buff perks to keep up with the most recent strong perks, you end up with power creep. You need a little bit of both to keep things in check.
They might sound very similar on paper, but buffs & nerfs aren't exactly interchangeable. They'll both end up with more perks becoming meta, but that's where the similarities stop. There's a limit to how strong perks can be before they become frustrating. People understandably don't like to feel like the main reason they lost was because the other person/people used strong perks, they want their skill to matter most. Buffing a bunch of other perks to that level doesn't make that problem go away, it just makes it feel like how well you played matters even less, meanwhile the build you bring matters more. Now instead of facing one perk that annoys you because it feels to strong, you're facing four.
Man absolutely beat me to it. Power creep has destroyed so many of my favourite games. Really glad to see game devs who understand this π€ππ€
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@Maelstrom808 said:
I disagree that only iri should radically change playstyle. If it only gives a powerful effect, sure. However, something like Prayer Tablet on Plague is fine for a brown. It is a major change to playstyle as it adds a powerful ability, but also has a significant nerf as well. Some killers I only really enjoy with a significant change to how they play from an addon, and having to dump a million bp into a killer just to fish for a couple of addons to play it how you like sucks.
Again, if it changes the play style by just a big ability buff sure, but if it also nerfs the killer hard in other areas, no it should be a more easily obtained item.
It's kinda why I asked really, Spirit for example has quite a few greens that give her an interesting set of gameplay changes.
The Pig gets quite a few substantial changes in her browns.
However I have kinda pushed things in that direction in my post, I'll edit that now π
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@ChaosWam said:
Hag, Knight, Trapper (with the right loadout), Wraith, Nurse, Blight and pretty much anyone with mobility/traps/map sense can hold a 3 gen with that build. SM is really no different and can do it less with her changes since the drones only pick up moving targets.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587476#Comment_3587476
I do wonder if people actually think they can get killers straight up deleted by user backlash. If old SM didn't get deleted for her 3-gen play, new SM sure as heck won't.
It kinda worked for Freddy π
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Pretty sure you can do this on most killers pretty much just as easily... I don't think SM is the problem here unless anyone has strong evidence to the contrary? π€
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I think that Spine Chill should be buffed to also apply its effects whenever your aura is revealed, as well as LoS. That makes that perk less trash, and by proxy...
You'd actually have some synergy for OoO for a meme build at least.
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I did come up with this little table when looking into percentages. I wanted to add a modifier that ensured as you go higher in hook numbers you don't get instances of greater than 50% scourge hooks. (6/11 and 7/13 hooks seems off to me.. and even 6/12 seems a little excessive).
Realised after a while I'm not really grounding my numbers in any kind of mathematical logic and wound up just kinda guessing numbers until it felt right, so there is probably a cleaner more sceintific way...
In any case my final formula was something like: Floor((H * percentage) + (maxHMod / H) + 0.5)
Looks kinda nice though. With my little 10% extra Scourge Hook: Hangman's Trick suggestion:
9 unfortunately gets shafted over... annoyingly 11% works better which is a horrible number... perhaps jsut "add 1" to whatever the first table produces is better? But yeah... I don't think we have any more maps that reach these higher numbers now RPD has been split offhand. π
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The main point of it being a percentage here I believe is worth considering. The number itself can be debated, but the fact is the number of hooks in a map is dependent on the map.
For SH to be locked at 4 regardless of map, this naturally creates a map scaling problem, as some maps have more hooks than others. Unfortunately information on up to date/accurate minimum and maximum hook spawns per maps is hard to find... so suggesting a number is a little more tricky.
However the point is all SH perks would probably benefit from being a scalar of the number of hooks that spawn in the map, rather than just a flat 4, 1 extra hook on a map with a lot of hooks could very much make a big difference to the viability of a SH perk.
EDIT: After looking at it some more, somewhere in the region of 50% seems about right most of the time.
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My take on Singularity is he's a bit like Hillbilly crossed with Dredge.
Hes both Map dependant (on certain maps he is really hard to use...), and he is also mechanically demanding to play, requiring strong execution to be viable. When played by someone who has that mechanical skill in a good map, is a powerful, omnipresent menace and a tough killer to face. On a less favourable map, the same mechanically skilled player can certainly do work, but it does become more of a challenge. This balances out to Singularity generally being quite well balanced.
Sadly if you're new to him and/or lack the mechanical skill, you're in for a really tough time. This unfortunately means that, like Hillbilly, he is a really, REALLY rough choice to play on console. I had the same debate with @ReverseVelocity a ways back, and after really thinking about his power, you CAN make it work... but it is tough on console even on his preferred maps, and on unfavourable maps it feels downright awful.
A dedicated console player could indeed get good enough to compensate, but that initial learning curve is damned harsh.
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I had a quick read at lunch, but didn't have time to reply. I don't know the original game this comes from, your proposal here would be a licensed character it seems? This a very cool concept regardless. I'll tackle each point in turn:
Visual Terror Radius
The idea of a visual terror radius, replacing the audio one, where ink is creeping across the walls and floor as your warning is a very cool idea. The interesting problem this creates is that if you stay in the TR a while, in a small area it becomes harder to tell when the TR is changing.
The visual TR might still need audio though. Without the various TR music scores, the immersion and intimidation will take a hit. In my mind I imagine the sound of something like the intro to Slipknot - Iowa, but you lose the heart beats.
The one concern I have is this VTR might be a little like a compass as to where you are, which direction the ink comes from, you know where to run. I'd consider having it fade in splotches that converge to make it a little unclear as to the direction, and have a short delay when they fade.
Trespasses
I like the idea of an anti loop teleport ability that you have to set up before hand. 8 trespasses that you can leap through a wall on at any time seems reasonable if it has a charge up time like say 2.5 seconds to place. Impractical to just set up in chase, but not overly cumbersome either.
To give some counter play, I might consider making the Trespasses as black ink splotches that remain on the surfaces of the walls at all times.
Where your TR washes over them however, they are hidden, so survivors will need to remember they are there to avoid getting caught by them.
Blackout Mode
Given how gens fly by, and the massive area this brings, this is how you'd expect the most common sight of the killer to be, and I think this is a little much to expect from a technical standpoint, and a gameplay one.
I personally prefer the idea of your TR growing larger for each gen completed, say 4m per gen, to a maximum of a 52m radius. Might even get value from distressing. As described above, the larger your TR, one a survivor is inside your TR, they can't really detect that you're coming closer without an audio cue. Getting a larger TR per gen doesn't require a shader pass across the entire map, and it fits the creeping dread that this killer should be hitting.
Conclusion
I'm not sure the VTR and the trespasses are enough of a power though. It'd play out currently a little like a weak Dredge as it stands.
It's a very cool concept, but is needs something. π€
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586630#Comment_3586630
Survivors not being good at hiding doesn't change that scream notifications are far weaker than auras for tracking.
Not being good at hiding!?!? XD
I'm sorry man, but given that if you see no scratch marks after a 5s walk, you KNOW the survivor is near. There's something wrong with the seeker in this case if he can't find the survivor when moving at 3 times their walking speed.
Let's also not forget that you can use UW to hunt down people who are already wounded, which tbh, you should be doing... and your whimpers kill any chance of you hiding point blank...
Come on dude, you're better than that.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586617#Comment_3586617
A scream is just a one time ping of your current location. If you move away, the killer has no idea where you could have gone. Not to mention that the scream bubble can even block information from the killer.
Played Killer myself with it man, as I've said before... Killers aren't stupid.
Even accounting for the best case scenatio of LoS, I would guesstimate that in most scenarios a 32m TR killer has to move maybe 20m or so before they have LoS on you around walls and alike. Lets highball it at 24m, as 8m is pretty uniformly found in most scenarios.
That takes less than 6 seconds to reach for the killer. Scratch marks last for 10, and thats if the killer guessed completely the wrong way. If you see no scratch marks, you don't have to look far, especially if people are wounded. If you do see scratch marks, you're also as good as found, and this is where the fast Killers really shine.
Let's not pretend that there is some kinda 50/50 here of killers not finding people with UW, any killer with eyes and half a brain will almost always find their target with UW, and at the least, push them off of whatever they were doing.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586601#Comment_3586601
Opening a locker doesn't help the killer defend gens and scream notifications are the weakest form of information. Not to mention that survivors know when there location has been revealed and can use that information to sneak away. It's not like the killer sees which direction you are moving in.
UW was far more of a problem when it was released, because it was ignoring Calm Spirit and Lockers. Now that those have been fixed, UW has seen a drop in use because it's no longer simply better than other information perks and opening a locker can often be going a bit out of the way and those seconds can be the difference in stopping a gen from getting done or it getting done.
You're not wrong, but having to sit in a locker for 30s to avoid it, or run Calm Spirit with it's debuff is hardly a good bench mark for "counterplay".
Considering 30s is half the idle timer to the intiial build up of crows (60s), and 2 ticks of crow build up after the first (15s), seems a bit of a stretch to call this a counter. Especially when after leaving said locker, I have 30s before I can be forced to do it again.
Just had a thought though... if Calm Spirit only got its debuff for a set time after it successfully blocks a scream... that would be a great improvement for the perk.
Edit: Apparently I need a Calm Mind swear jar... Pokemon has ruined my brain when referring to Calm Spirit xD
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The only real problem with this is survivors will use the fact they are effectively hook immune to body block and take hits for their teammates. Against your regular soloQ team this would likely be fine and is actually quite a neat idea, but against an organised SWF it would be highly abusable, similar to how old Decisive Strike was used.
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@Massquwatt said:
I'll say it again, assuming the killer is on the mark using it every time as soon as it goes off cooldown it's like what, revealling your position once every minute at most? Most likely less than that since they'll be too preoccupied doing something else like chasing. It honestly isn't that bad and for something that's so busted I almost never see it. I can only account for myself but I've been playing survivor pretty regularly this week and the amount of killers using UW can only be counted on one hand. In a way I hope it gets more popular because holy hell I am so sick of all my teammates running distortion because it just makes me the bigger target since I don't run it. Share the pain I say.
You're right, but a killer using UW as soon as its off cooldown isn't using UW correctly.
UW is most effective when the killer knows when they will profit most from finding a particular survivor or protecting a vital objective. Using it at the right time can put soloQ survivors in so many lose-lose situations because you just don't know what each other are doing, and anyone making the right decision, the Killer can stop.
A smart Killer with UW and no chill is a truly horrifying foe.
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I won't do another UW rant, but in short, people vastly underplay how strong being able to find survivors on demand, and how strong keeping survivors blinded for half the game actually is vs. SoloQ.
Killer's aren't stupid, it may be just a scream, but a smart Killer doesn't need any more than a rough idea where you are to guess what you're doing and decide to interrupt key actions.
It's strong at tunneling, 3-genning, proxy camping hooks/slugs, defending hexes, slugging for the 4k, and as previously stated, whatever of these the killer decides to do, you can't really counter it without and sometime even with a very coordinated team.
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Personally I don't tend to linger at gates other than to heal and get extra points... cause yknow... its rude.
That said, I do sometimes like to wait at gate to put my item down to... I dunno say good bye and gg I guess? I am console so can't type it so it's the closest I have...
However if I have a valuable item and I wanna keep it... is it rude to pick it back up? I'm not sure... π€
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@Iron_Cutlass said:
Being that DBD is something that I enjoy (obviously since Im on the DBD Forums) and I also love making and looking at art (Im an ArtEd Major), I think it would be nice to kind of highlight many of the community's artists.
So many of them are insanely talented and deserve a TON of support and recognition, and while I do see some art posts on the Forums occasionally (mostly C3Tooth's art... which btw they are also an amazing artist so go check them out), I think it would be nice to kind of draw attention to these amazing creators!
So, if you are an artist, and create DBD-related works, feel free to share your art below, get the recognition that you deserve...
I always enjoy @C3Tooth comments. You can go into their comment hostory and find a whole bunch of awesome pieces π€£
@GentlemanFridge said:
I mean, i can hardly consider myself a proper artist, let alone a DbD one.
But iβve taken up drawing birbs in Microsoft Paint. What started as a guanopost turned into this
https://us.v-cdn.net/6030815/uploads/FQCBWZMFYPVW/601a78f4-75ae-4ce6-8a1a-181dfc172318.jpeg
https://us.v-cdn.net/6030815/uploads/MJYF2115ZVTM/b218c7c7-676f-4b11-b18c-b707542a1d4b.jpeg
https://us.v-cdn.net/6030815/uploads/TDLCMWZZVDM6/883e2eca-e2ba-42e7-87ab-80959c65419d.jpeg
https://us.v-cdn.net/6030815/uploads/EECLU9D1M8XY/e0cc8c5a-5331-45ae-9452-24d9cfb8a8fe.jpeg
https://us.v-cdn.net/6030815/uploads/POLGZJYB67V1/7a947baf-7387-401b-b0ca-69cec123ff6a.jpeg
https://us.v-cdn.net/6030815/uploads/MMNHITVN6VY5/aa6f20cd-bd5f-473d-9217-d14e7c996047.jpeg
In order: European Robin, Atlantic Puffin, Mountain Bluebird, Common Raven, Australian Pelican, Barn Swallow
That's pretty damned good dude, especially when done in paint of all things... you masochist xD
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If we were talking about old Venom, would actually not be a terrible shout... old Venom was an out and out villain, disturbing, brutal and nasty if you were to take it seriously....
I want to stress, I like modern Venom, I'm not crapping on it... however...
Unfortunately for consideration as a DBD killer, the public consciousness of Venom now is the quirky weird "anti-hero" kinda spot... actually even that isn't true, cause an anti-hero is someone who does villainous things, but has morality that conflicts with their villainous actions. E.g. Frank Castle brutally shoving a gangsters face in a meat grinder whether they are actually responsible or not, or Deadpool happily murdering anyone who he can justify, and outright seeking revenge against select individuals.
Venom is more like a flawed hero with murderous temptations... like a goofy version of Blade... Taken uber seriously he'd be good... but the way he's presented now, he'd be a bad fit.
Now Carnage, actually wouldn't be a bad fit at all... but he's not had enough big exposure to be an iconic name. He'd need a really good film or something to make him a bigger name than he is right now.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585560#Comment_3585560
If boons was worth to bring
Like all of them are so garbage
Maybe exception of CoH being a bit better than being garbage
Indeed, this is also true. I love the concept of boons, and even run them for fun sometimes... so would definitely like to see buffs to boons as well.... because yeah... they do generally suck.
Larger radius' for Dark Theory/Exponential/Shadow Step would be a start. You have to spend time (and/or perks) finding them, can't choose where the hex totems spawn, and then have to spend time actually booning instead of doing gens; the problem then is the purpose of these boons is to be useful when the killer is chasing you or slugging you. The small range however means, IF your boon is nearby, to get the benefit you have to stay within it's small bubble. Worst case, it doesn't provide you any value, you get downed and that means you completely wasted your time... or you do get value, but the boon is found easily, so all that effort goes in, just for them to be found and snuffed immediately, making the time/reward basically moot.
Given there are comparable perks that guarantee similar effects with no need to set up, it makes them very unattractive, and while they can be good in their niche scenarios, they're not really consistent enough to warrant the investment even if it all goes your way.... All of them feel like they should be at least 32m before you even start looking at their effect... Dark Theory would probably have to be closer to 40m to even be worth considering.
CoH at least has a sort of "Healing Station" kind of effect, where survivors can set it up somewhere relatively safe (like near a completed gen) and see the auras of one another to heal... though I don't see harm in giving it a larger radius either.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/396851/huntress-mains-and-crosshairs
Crosshairs? How tf could I pull this off on my Xbox? Aiming with a controller is quite poopy in DBD.
The classic way is get a pack of those circular stickers people use for categorising folders or whatever, and stick one in the middle of your screen.
You can use a game with a crosshair to get the right spot instead of using a tape measure... off top of my head, I think the DBD menu cursor spawns in the middle of the screen.
If you want to be a smart boy, you use a hole punch on it first. Be wary of being accused of "hardware modification" though... π
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@marion said:
I was trying to do an adept and ignored an afk survivor while I chased down the last other survivor.
i know itβs a very scummy move, and I honestly feel awful for it, but is it bannable?
the other surv lost me, and refused to work on any gens while hiding, then said I held them hostage,, did I? And if so, is there any way I can make up for it? Cause I do genuinely feel awful about it,,,
When doing adepts, anything goes; you gotta do what you gotta do.
As a survivor I have plenty of times I've gone "you sweaty try hard son of a... oh he's doing an adept... oh fair enough then. Good job brother".
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Definitely been a surge in Skull Merchant popularity with her rework, but I think you'll find the real culprit for the dip of Wesker players, is the Xenomorph. Xeno is pretty darned popular killer.
Also with Demogorgon coming back, that'll have made a dent too.
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That... is actually a very interesting idea...
Actually gives survivors value to cleansing totems and using boons to block hexes from spawning, making totems a more legitimate side quest in general.
Makes hex perks much more viable as an individual perk for build synergies rather than having to go hard on hexes to get any use from them. It also makes Hex:Undying no longer mandatory for a hex build.
Hex: Undying still has a purpose as you can use it to preserve tokens and obviously assist defending your hexes.
I see a lot of potential in this idea...
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I know I'm gonna get a lot of flack for this...
The FOMO argument just doesnt make sense to me. I still don't quite get why a limited edition virtual T-shirt is such a hard thing for people to pass up on... If buying an Β£8 blue tinted pair of leggings with a snowflake pattern on Feng Min is the hardest decision you have to make... Well... you're leading a damned charmed life.
The hilarious part to me is, it's not like you even own it, even if you do buy it. You merely are renting it for life, as the moment you die, your account is lost and all your content goes with it. This is standard across all online media purchases.
In the real world, diamonds are the biggest market manipulation example that's ever existed. They're actually extremely common, but the amount released to the market keeps their value up. The people who own the diamond mines have such an excess, they actually burn them like coal.
Thing is, people still buy them, and we're talking about thousands of pounds/dollars... If you don't agree with this market manipulation, guess what? You can just not buy them... I respect anyone reading this post enough to trust you are able to handle the decision on whether spend Β£3000 of your savings on a lump of carbon or not, and by the same token being able to handle deciding to buy a Β£5 limited edition gnome hat in Dead By Daylight.
A limited edition skin at seasonal holidays is not something you are entitled to have just because you want it. If the item is too expensive, you should have the self control to accept it... and it's better you learn this now before you have to make some really hard decisions.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585424#Comment_3585424
Kicking a gen is free, especially since the range is so far, i assure you that Nowhere to hide is far better as a tracking perk than UW is.
Man, normally I tend to agree with your takes, but here I have to disagree with you.
Nowhere to Hide is 24m and lasts 5 seconds. On your typical killer moving 4.6m/s, that is a maximum potential AOE reveal of 2913m^2. This can only be triggered by kicking a gen, which you can't always proc. The gen might be regressing still, not even started repair, or be repaired, or you might be at the start of the game/end game where the perk cant be used.
Ultimate Weapon is 30s and the range of your TR. On the same killer with a 32m TR, moving at 4.6m/s this gives a maximum potential AoE reveal of 12049m^2. It's area covered where you know survivors are (or not) is over 4 times more than NTH. This can be used any time off cooldown which is only 60s, and can be used at start, middle and end game. It is completely in your control when you use it, and can be used to hold a 3-gen, tunnel a survivor out, protect your hex totems, defend you hooked or downed survivors, it's a very versatile perk due to its long up time.
The trade off is ofc that NTH is an aura and when you DO detect someone you are ofc closer so it's easier to capitalise. UW is a scream that warns survivors they're seen so the can pre-run, but is far, FAR more likely to be able to detect people, and is always available throughout the whole game. It basically makes the 2vs1 at the end a guaranteed slug win.
So the detection of UW has plenty of strengths compared to NTH... but if that was all it did I might be inclined to agree with you. However that isn't all UW does.... UW also blinds survivors for a massive 30 seconds... which ofc there is WoO, but the more severe issue is it kills ALL aura perks, including Kindred, AND also eliminates basekit Auras as well.
With UW in play, you are far more likely to accidently lead the killer to your teammates who may be repairing a crucial gen, or healing your dead on hook teammtes. It also serves as a pseudo-Knock Out that also can even hide hooks as well. You can easily be intercepted going for a hook or to heal a downed survivor and forced away, and now you're blind to boot... so you need to remember exactly where the hook/downed survivor is. This can easily cause missed flashlight/pallet saves and lost hook stages.
Ultimate Weapon is not a poor man's Nowhere To Hide. It is an exceptional perk when used to its max potential.
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@Nun_So_Vile said:
Cause every single one of them plays like a schmuck. Never seen a demo who isn't a schmuck. They all tunnel immediately off the hook. Like, I'm tired of this, Grandpa
Not my experience personally, but I approve of the genuine usage of the word "schmuck".
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Yes, this is one of those scenarios where you have to read the room. You have to remember that text doesn't have intination or facial expression to help with understanding meaning. This means the same phrase can be interpreted in many ways, and the way you read and interpret things largely depends on your mood at the time. This is why emojis exist to help convey that. For example:
You're so stupid sometimes.
You're so stupid sometimes. π‘
You're so stupid sometimes. π€£
You're so stupid sometimes. π§‘
After a particularly one sided game, tempers and emotions can be running high, and if at that moment you decide to exclaim "GG", it can come across patronising and antagonistic.
That same person after a close fought contest that could have gone either way that ended in a tie, will have a completely different reaction to the same phrase.
So while you aren't at fault, it's important to acknowledge that, yes, in some scenarios GG certainly does come across as toxic.
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@Mooks said:
well, sadly this would just be abused by SWF to prevent the randoms to get unhooks from them.
but I do agree itβs super annoying to get farmed off the hook like that. And it happens like.. very other game and is a huge part of why soloq can be frustrating.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584847#Comment_3584847
..maybe donβt? If they want out and you know it, let them. They wonβt contribute to the match anyway
I take the stance the game is pretty much dead in the water with 3 players due to the SOH anyway.
They're happy to mess up my game by giving up prematurely, without even having the courtesy to give me a bot or deliberately try and waste as much of the killers time as possible before they die.
So I unhook then so at the least they buy me an extra 30 seconds running to the killer and getting downed/hooked again. If they throw a paddy and throw all pallets, the game was likely a wash anyway, and I get to enjoy watching their tantrum, and again they waste maybe 30-60s of the killers time.
A not insignificant number of killers don't appreciate SOH players either and join in on it, leaving them slugged and swatting them on the floor or whatever.
Sometimes the SOH player even makes the best of it and rejoins the game.
So far as I'm concerned, the benefits far outweigh the downsides.
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But... how will I momentarily annoy suicide on hook players if they can prevent me unhooking them? π
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The only thing that upsets me about Stranger Things returning... is every Demogorogon I played against before was an absolute beast of a gamer. Skilled player, terrifying to try and loop against, but still lots of fun, not a jerk, somehow witty and funny despite having DBD's limited killer animations only to work with... To this day I've only ever played red light/green light with Demogorgons at the gate...
Sadly with him becoming readily available again... the chad status of Demogorogon will naturally diminish...
That said... I'm so excited to finally get to play him as killer when my cast comes off my hand. π
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@BlueMoonBRUHMOMENT said:
For 2 main reasons
Every single prestige 100 survivor I have gone against has been the sweatiest, most un-fun game ever. And 9 times out of time they are in a SWF, so pretty much gg's from the get go.
Second is because it takes an ungodly amount of times to get the bloodpoints for P100, I just play this game for shits and giggles. I have 600 hours, combining all my prestige I have 40 prestige for survivor, and around 60 prestige for killer.
I couldn't even imagine going against a 3000~? hour survivor, who is probably playing in a SWF. And myself, running a killer that I am probably using only because they are in my daily rituals, or trying some stupid challenge.
The actual whole reason I made this is because I was running memento blades Trickster for some bloodpoints, and I didn't realize I have a P100 Ace with matching cosmetics of another Ace. I got hit with flashbangs from behind, and plot twisted when they ran away.
And believe me, I understand that P100'ing your main must be a really great feeling, but oh boy is it not fun when I go against you. Because I can probably guess how the match will go, and not in my favour it will go.
The reason you are seeing these teams IS because of queue dodging, you are being backfilled for someone else dodging.
If players can't see ranks in the lobby, they have to go through their profiles, which they can't do cross platform, and is a significantly bigger pain to do in EVERY lobby.
So I can't say I agree with you... and if you're truly casual, you shouldn't be bothered anyway. I never queue dodge, and I play serious up to 8 hooks, then depending on how the game goes, I give up hatch and gate as I feel like.
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@Smoe said:
Out of all 6, i can only see Andy and Sally being likely.
I'll give Sidney a 50/50.
The rest i don't believe will ever happen, as one was already attempted but couldn't be done due to likeness rights that could not be obtained, the 2 others are both stuck in copyright hell as they're co-owned by two entities.
As the old saying goes...
If you want to ruin anything, just add suits.
@MikaelaWantsYourBoon said:
We are getting a lot horror legend villains. And that's good. That's what makes DbD special and keep us in game. But i wish legendary survivors had same treatment.
We miss almost all of them with exception of Laurie & Ellen.
Leatherface - Sally Hardesty
Freddy - Nancy Thompson
Ghostface - Sidney Prescott ( I know they did not got Scream license but Sidney is always Ghostface's biggest obsession. It does not matter who wears the mask, Sidney is always target. I wish we get her somehow )
Pinhead - Kirsty Cotton
Sadako - Reiko Asakawa
Chucky - Andy Barclay
I really hope if they somehow get Friday the 13th chapter, they won't miss Tommy Jarvis. Horror villains are so wellcome into fog but legend survivors deserves to be in here as well.
More characters is always awesome ofc. I do really hope we see Jason one day in DBD.
Tommy is probably the best shout for Friday the 13th, though it's only marred by the fact his film where he was the main centrepiece wasn't actually Jason π
Jason was too good at killing people sadly... every character you could consider usually got killed at the end, or at the start of the next film xD
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Toss up between Meg, Feng, Claudette and Felix for me.
Meg: obviously all 3 are great/good perks for survivability in chase.
Feng: all 3 perks are solid and has a nice range of utility. V good chase perk, massively underrated info perk, and technician can mitigate some early game hiccups.
Claudette: Empathy is IMO one of the best info perks you can have. Massive range, helps with healing team, helps track the killer when combined with the HUD. Botany Knowledge is great, especially in the Sloppy meta. Self Heal can also be pretty clutch when you have limited medic pack charges, and if you need 1 of you to go back to gens but also can't afford to stay wounded.
Felix: I like every perk here... Desperate Measures saves seconds here and there that mounts up over the game, nice it affects your own medkit. Visionary is fine for gen info, and handy on indoor maps. Built To Last makes the scary toolboxes pure evil.
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Nice to see a topic that everyone regardless of role agrees on. It's kinda heartwarming dudes and dudettes ππ€
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Kinda unrelated note, but while we're appreciating this chapter, Gabriel's character select theme is absolutely awesome... very subdued and haunting.
I've wanted to post this somewhere for some time, and don't want to make a new discussion on it...
@Venusa said:
Gabriel mains before showing up in a trial:
"Hmm... Which orange jacket should I wear this time?"
I'm sad I can only give this 1 thumbs up.
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We'll Make It and Babysitter is fast becoming one of my favourites. Allows you to unhook and either heal up fast, or you know to intercept or run from the killer.
Prove Thyself is still decent in the last 3 gens if you combine with Better Together, and with Deja Vu you can really hard pressure the final gen.
My roll the dice build is Empathetic Connection and Autodidact. People come for heals from trades, and I get a 10% heal bonus to offset the slowdown from Autodidact when I'm charging it, without it being too fast not to build up stacks.
Head On and Q&Q, Overcome and Lucky Break are also fun synergy combos. This is all outside of the recently busted stuff like Buckle Up/FTP, MFT/Resilience/Dead Hard. Tenacity and Boon: Exponential is fun to crawl away and recover yourself when slugged.
You can even do it with tools. One of my favourite perks right now is Desperate Measures for the unhook speed, works nice if I have to trade with Overcome. I can still make distance to buy some extra time. If the whole team is injured, my unhook speed is pretty nutty, and if I get away and ned to heal my medkit can heal me with Botany Speed without the penalty, which I've used to successfully reset and saved a dying game.
I feel like there is plenty of synergies in the game if you are willing to go off meta.
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I think he nailed her last remaining issue tbh.
I actually started playimg at the same time SM was released, so I don't have Skull Merchant PTSD combined with DBD fatigue.
I'd say she's now a pretty fun killer to face. The only issue is she has a lot to her kit, its explained in paragraphs rather than sentences, theres a bit too much going on to get a feel for her power.
You have the Haste and Hindered effect somewhere in all that clutter, and with so many boosts going on, it's hards to keep track of whats happening, and I feel speed is kinda lame as a boost to just shove stuff into the meta with (cough MFT). The Hindered feels the worst as Pixel mentioned, and I think that's her 1 remaining issue.
I really like the shock idea, that is a really cool addition... though I'm not sure why he only nerfed the Hindered rather than removed it. The skill expression is rotating the drone at the right time, if you herd a survivor with a CT into a drone at a loop, you may catch a Survivor unable to vault. Your skill managing rotations made it a dead zone, and crap SMs (like me) don't just score free downs on Hindered.
So I'd remove the Hindered completely and just take the shock effect.
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Regardless of what side you fall on, the FTP + Buckle Up combo is pretty obnoxious.
I've kept saying FTP needs to be made a health exchange rather than "healing" for the purposes of perk interaction... The problem is this kills FTP as a perk... why would you ever run it? So nerfing FTP doesn't seem the call.
Buckle Up already steps on We're Gonna Live Forever's toes... you can take faster healing perks for far better general usage with no condition, that also gives you endurance as well...
With MFT nerfed, and the endurance effect is now the star of the show on MFT... and it now feels like Buckle Up is stepping on MFT's toes too...
Much as I hate to say it... I think we need to think about what to do with Buckle Up to give it a niche of its own...
I'm actually thinking maybe bring the old speed version back, but:
- Applies when either you heal an ally, or an ally heals you from the dying state.
- Grants a 15% speed buff to both survivors for 10 seconds.
- The Killer's aura is revealed to both of you whilst either are healing the survivor from the dying state.
- (Optional) The Killer's aura is revealed for the duration of the haste effect.
This means it's an anti slugging perk that works both if you're slugged, or an ally is slugged. It has a decently strong effect if you time it well, not as good as WGLF but for no condition.
It can be combined with other perks such as Botany Knowledge or ofc WGLF to get some real clutch anti-slug. The FTP combo still would not be bad, as you can make a clutch save with a speed boost if you need it. With a Dead Hard in there you still have build possibilities.
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As a simple explanation of someone who does have some understanding of game dev:
Everything you see in game has to be animated, and the goal is to ensure all animations play smoothly and look correct. Preferably you want as many animations to be used by as many resources as possible (you don't want custom animations for all 30+ survivors if you don't have to). That's why we have the vault issue difference between male and female survivors, but not differences between say Dwight and Jeff or Ada and Nea.
This comes in many forms, managing going uphill/downhill, managing stairs, ensuring they don't clip through walls or their own bodies (or at least as much as possible), etc, etc. In the case of a walk/run animation, traditionally in games like Metal Gear Solid and alike, the animation is the animation, it doesn't change based on terrain, so feet kinda hover over where they would be placed and the animation plays normally.
Games later did animations that are then modified by the programmer to stick the foot to the floor by detecting terrain levels and adjusting the animation dynamically accordingly. This is seen in games like Dark Souls, where you get the ankle breakers kinda issue, but for the most part looks a lot better.
Nowadays there are a lot of modern techniques that to be honest I only have a passing knowledge of, but they have very sophisicated collison detection and animation altering algorithms to have characters move in believable means all the time. Returning to the point at the start of sharing animations, this is made much easier by characters being the same height and rough build. If you add high heels, you've got to move all animations slightly up for the added height of the heels and have to change all your animation logic to account for it so that the character's feet stick to terrain in all scenarios correctly, and animation weighting looks correct for every interation with regards to this new height.
I don't know for sure, cause I'm writing off top of my head, but I wouldn't be surprised to see with Ada (who has high heels), she uses the same animations as eveyone else, and there is a cheeky trick to mask the differences, like slightly shorter legs, or she herself is slightly smaller overall and her animation point is set higher. WOuld be fun to analyze exactly how she is made different.
My point is what you are asking for is not a trivial simple thing, it's actually a lot of work, for let's face, pretty little gain.
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As a console player, I'd priotise releasing in a working (and preferably balanced) state over being worried about a 3 week PC advantage.
There are content creators you can usually pick up tricks from anyway.
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@ays12151 said:
Since BHVR added Anty - Face Camp Mechanic Bubba's pick rate decreased quite a lot. So we have less "Camping" Bubbas in our games. I understand that in end game you can not save Survivor on the hook, but is it very important?
I main Bubba since 2019 and I understand his power very well. At current Dead By Daylight this Killer really struggles in some situations. I would suggest only 1 Change for Bubba (I would love to see more buffs, but I want to suggest the most important one).
Bubba's Chainsaw Sweep movement speed should be increased from 132.25% to at least 135-136%.
This 3-4% movement speed bonus would make him much better at loops and it would reward good Bubba Players if they try to mindgame some Pallets or other stuff.
When I play Bubba Beast's Marks addon is obligatory - without this addon everything is much harder...
I've seen calls to make the Chilli add-ons partially basekit, as they are very common on Bubba for essentially the same reasons.
With this change, the Chilli add-ons would definitely need hard nerfing, as they already do a lot, and would be busted with this change. Not sure if a speed buff or duration effect would be better.
Regardless I think Bubba could use an add-on pass in general, and ofc keep having collisions ironed out on maps.


