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UndeddJester

UndeddJester

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UndeddJester
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  • Bahhhh... I got Rizzo'd...

    While I meant it as a discussuon, kinda is a suggestion now I look at it again... Shame on me 😔

  • I've unfortunately reached an MMR as my beloved Pig where I hit MFT often, being used by players that would give me a hard time even if they didn't have it... who greed pallets for absolutely ages...

    It gets painful when you're hitting BL1 before you even manage to get into the same zip code as the survivor you're chasing 😔

    My last game I didn't even catch someone who looped me forever at shack because they never fell for anything I tried, and I kept stubbornly crouching to try and catch them on a different mind game instead of hitting BL3. When I finally forced the pallet out of them, the last gen got done and they had hope, proceeding to literally run a big circle round me for 30 seconds and back towards the gate, and I still couldn't get near them before they made it out.

    I should have ditched them way earlier and gone for the weaker players... but by the time I realised how bad I was getting juiced it was already way too late...

    I don't like to tunnel, camp and whatever... but Jesus playing against a strong set of solo survivors that can embarress you that hard is bitter....

    So in short... no... I feel survivors can still slap me plenty hard when they know what they're doing 😔

  • While the true definition is any killer who primarily downs with basic attacks, the typical context is used to describe weaker killers who have to still loop and mind game to score hits. So to not be considered a m1 killer you need: -

    • A power that can't realistically be used to directly damage in chase and/or isnt the primary damage source for the killer (excludes killers like Huntress, Artist, Deathslinger, Xeno, loosely Pyramid Head and Cannibal)
    • A power that doesn't significantly close distance and lands fast hits that heavily bypasses the strength of loops (excludes killers like Nurse, Blight, Spirit, Wesker)

    There are a few killers whose power has strong anti-loop that ease the mind games significantly, like Skull Merchant, Clown, Pinhead, Nightmare, Doctor and Dredge, however these are still M1 killers, because their powers still result in mind games at loops that requires them walking around the loop to get a basic m1 to hit. (These mind games may be heavily 1 sided, but they're still there).

    However when we are usually saying m1 killers, we normally are referring to the killers whose powers don't really do much to help in chase, and more often than not will purely have to mind game loops with no power to assist:

    • Pig
    • Shape
    • Ghost Face
    • Trapper
    • Onryò
  • I really like the game for some reason, regardless of who I play or what build I'm running, for some reason I just click with this map.

    Also Saw.

  • I actually quite like having limited edition skins.

    I always buy the skin I like most for a character I play a lot, playing fashion dbd to mix and match.

    Having a collection of limited edition skins for them is extra fun when that event roles round again to celebrate the time of year/event whatever, and it gives me a way I can support the devs outside of just buying stuff for the sake of it.

    Also can lead to changing it up or join in with other players who have a particular event skin as a theme team from time to time.

    Lots of fun, that would lose a lot of the enjoyment if it were just another bog standard item available any time.

  • @Annso_x said:

    Healing is not worth it anymore so survivors are staying injured and therefore running away asap is the best course of action

    It's amusing RN as I introduced a friend to DBD, and I took Botany Knowledge and Self Care for them to help them if they struggled with the whole find a teammate thing.

    I watched them play a few games and realised.... noone is running Sloppy Butcher... because everyone runs MFT and Resilience, Sloppy Butcher rarely makes an appearance.

    Between the better team healing and the ability to reasonably heal themselves... its actually not as bad as one would think after the first few days of after the healing nerf when EVERYONE had Sloppy.

  • While there are loads of characters I would sorely miss, and my personal favourites that I'd cry myself to sleep at losing in place of this killer...

    ... I think Huntress is probably the most deserving killer.

    Consistently loved for years by the community on both sides, almost as iconic as Trapper, popular but not overplayed to the point of being unwelcome, well balanced and mostly considered fair at all skill levels, high skill ceiling to grow into.

    Pretty much a Killer I can't really think of an objective flaw... only issues are the large axes hitting the weirdly placed hitboxes on runnung survivors and ofc latency, but that's not really her fault.

  • As a general rule, I place turrets so the gen is between the tunnel entrance and the turret, and preferably place said turret so that is not in direct line of sight from that direction, but watching over exactly the way I intend to run.

    The idea is I ensure Xeno has to turn away from me to stop the turret.

    Outside of that, the tail is very much a hug loops tight, preyend to suck, and bait it out a lot with fakes mind game.

  • My guess would be an additional 200 for completing the entire tome, so 200 for level1, 200 for level 2, and 200 for completing both.

    But no evidence for it, just a hunch.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566972#Comment_3566972

    I am not talking about an end game screen effect, I am talking about an effect which is only visible during the match and after to prevent lobby dodging.

    An effect you would only see in the after game lobby would be lame, as only your own team can see those and the killer effect would only be visible for themselves. People don't want something "just for them" that nobody sees, they want something to show off. It's the same why some people want the prestiges to be seen, regardless of the fact that many P100 get harrassed in-game for that.

    This is why I said that the effect must only apply during the actual match, so that killers don't lobby dodge in the first place.

    I think you misread, cause I said the same thing dude. 🤨

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566851#Comment_3566851

    Then using that is your own choice. I remember past times where killers instantly dodged once a legacy character appeared. This is also one of the reasons why survivors do last second "toxic switches" (similar with flashlights).

    I would be completely in favor of a P100 reward (the void effect, not complete cosmetics) you can use with your favourite skins and toggle it on or off.

    You could also make it that the effect only appears in the match and not in the lobby to counter shopping.

    I was thinking of something like that aye, a match and end game screen only effect would be neat.

    Totalyl agree, a skin indepedant customisation slot for things like eyes, bloody skin, and of course this would be awesome.

  • The only problem I forsee with a p100 cosmetic reward, is I am a bug supporter of hiding ranks in lobbies, as it stops the lobby shopping, stops the p100 bullying, improves the Killer's mental, etc etc.

    That gets totally shot in the foot if you have a p100 cosmetic.

    That said... if that weren't a factor... having characters get this kind of effect, but in entity orange would be awesome imo...

  • I get sleepy hollow eyes in the woods vibes from the squirrel (Musasabi)... has to take my vote.

  • I think the incapacitated effect would prevent you interacting with the portals...

    Edit: Can't find any description that would say as such though... and given gates/hatch can be used with Victor... maybe...

    Either way the idea is hilarious xD

  • Anyone else just breaking off of survivors mid chase to smash demonic pumpkins and occassionally just going for a wander through the void because raisins?

    If you want to win, ignore the event... that's probably sound advice for all events going forward. If you wanna have a laugh... jump in a blue tornado. I might even sit in the void permanently one game and slap anyone who comes in, like an angry farmer kicking the local children kids out of his crop field :D

  • Hmmm, what it might do, before survivors have realised it is a Trapper at least (assuming the loading screen doesn't rat him out), is catch a more experienced survivor off guard in certain maps. So it might give Trapper that... other than that though, it doesn't really give him much early pressur vs. Competant survivors.

    What would be more noticable is the more pronounced effect on low level players. One problem with Trapper is he is a bit of newbie crusher. New players already struggle with Trapper quite a bit, because new players still percieve Trapper himself as a big threat, and are not paying attention to the ground.

    My concern would be this change wouldn't really hit experienced survivors much, which is where he needs help, but would absolutely hit low levels players hard... where he already does really well.

  • I suppose 1 way of looking at mobility is what are you exactly using said mobility for.

    In most cases when patrolling you don't go right up to a gen... you get to a location, look and listen, then move on if nothing is there. Nurse can quickly go to a spot, see if the gen pistons are wiggling, then start her move on to another spot before other killers have gotten there to check, so the slowdown doesn't really impact her as much as one would think in patrolling scenarios.

    She can of course also blink through hills and walls other killers have to walk around. Shortest distance between 2 points is her mobile strength.

    So I guess technically she has less mobility, but in practise, she typically has more?

  • I joined the game this year, so had the luxury of numerous content creators to learn from, so didn't really hit many issues... beyond taking forever to assimilate exposed doesn't mean visible XD

    One mistake I did for a solid month was thinking that flashlights and pallet saves were bugged... because its been common knowledge for ages, noone explained explicitly how saves worked... so I made the rookie mistakes myself where I was throwing pallets and blinding the killer while the killer was still standing up... but I didn't piece together it was cause I was early, so was baffled when someone else pulled it off.

    I now look back and realise the pain I inflicted on my teammates, that only comes from the excitement of thinking you're going be saved... on for those hopes to be ruthlessly dashed as the newb throws the damned pallet too early xD

  • I have still have no idea what I'm doing for the most part in this event... but I'm having fun at least, and getting a lot of bloodpoints.

  • I have been finding it you aim straight up, your aim gets dragged down when you swing, then the tail goes where you were originally looking, which is pretty weird.

    Not sure what is happening, but its very untuitive.. I keep trying to adjust to my new POV...

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565489#Comment_3565489

    Idk why you enjoy spreading half truths. First off they tested it almost 3 years ago, and the game was in a totally different state back then. Second, you really enjoy projecting stuff when it suits your arguments, don't you? In this case: they didn't change bloodlust because there were no plans to change it to begin with. There weren't "expectations", as you like to put it, just data gathering, and for what we know they might've been considering to buff it behind the scenes, which is what ultimately happened.

    https://us.v-cdn.net/6030815/uploads/4MYLDL6RS3X9/image.png

    Regarding OP: bloodlust is ok up until tier 1. There's nothing skillful or engaging in seeing a killer zooming at you because they refuse to break a safe pallet. They waste time? Sure, but it's still stupid that the mechanic gives this much free speed for nothing, or as some people like to put it "they're getting benefit for losing". Just look at newly released SM whose power is literally basekit bloodlust, engaging gameplay

    Idk what's there to discuss about mft, anyone who defends this perk is either oblivious or in bad faith. Perk is broken and should've never been released as it is

    Fully agreed, I neglected to consider BL3 when I originally wrote it, and yeah, when you hit BL3 it's really dumb...

    Cant help but feel like "crap it really took this for me to catch this guy?"... feels very slimey... even against MFT. The one time I happened, I actually let the survivors go after that hook cause it just felt really underserved...

    Never hit BL3 since I'm proud to say XD

    BL2 MAAAAAAY still be necessary for some map issues? I'm not aware of any... but you can almost guarantee one will will pop up if we remove BL2 xD

    Removing BL3 and making BL2 take 30s to charge might be the next set of basekit mechanics. With an orbit nuke nerf to MFT ofc 😏

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565506#Comment_3565506

    Yeah so what? Some tiles are stronger than others against certain killers? You run around the rock you catch up eventually, and then comes the 50 50 of will she wind up a hatched and think you will drop the pallet so she gets the hit or will she run through it and hit you, there is no bloodlust involved here? How long are you running around the rock btw.?

    One thing I will concede though is BL3 is absolutely pointless/overkill, and totally a skill crutch. I wouldn't be against losing BL3 completely.... and debatably removing/weakening BL2.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565503#Comment_3565503

    So your first paragraph basically agrees that only bad players rely on bloodlust to force hits in places where you are not supposed to?

    Yes you are punished by wasting that time, but the other guy gets punished for doing nothing wrong? He just gets hit because the other was so bad he got a pity bonus... And that concept sucks.

    But the successrate is not winning the game, but winning the chase, like what is your point even? Ofc you won't win the game when you take 1 minute for each hit because you get bloodlust 3 on every tile, but you still get hits you shouldn't get...

    Pig has a Dash that's not M1, Trappers concept is that you chase people into your traps, and Myers is a stealth killer that appears with a prepped t3 and oneshots you anyway, I play Myers quite a lot and I never get bloodlust, because why even?

    The problem about Pigs concept is, that the killers power should be something you can show skill through, if it is the beartraps congrats, there is basically no skill involved there, so we only have the dash, which is something really fun to use, if we look at Scorpionz Guide for her with moondashing and what not there is great stuff, it just is not strong enough sadly, so we should make that stronger. I don't think a build in slowdown mechanic is that unique... There is like 5-10 killers that have one, what is unique about her is the dash. Think about it all those slowdown mechanics do something different in some sense, some are more deadly than others, but overall they are not supposed to kill you directly, but just slow the game down, some of them can kill you if you get unlucky or dont take care of it fast enough, but generally speaking it is the minority of cases.

    My problem is that the bear traps dont give you something gameplay wise, they do not offer a higher skill ceiling they don't give you much to learn, what makes killers unique is the different gameplay, and the only thing that makes her different in that sense is the dash and crouch.

    So none of what you're saying is wrong perce' but I disagree with the perspective.

    I'll simplify my point... survivors are focused too much on "it's not fair that the skill-less blood lust 3 killer hit and downed me... I'm way better than they are, I shouldn't have been downed". That is not a punishment for the survivor, because the survivor should EXPECT to go down, and forcing BL3 is a pure win for the survivor.

    The correct perspective is "That killer took over 90s to down me using bloodlust 3, because I was so much better than them, they couldn't hit me with their power, and we now have 2-3 gens completed/near completion for 1 hook stage". The survivors are absolutely winning the game here... and that's what matters, winning chase doesn't matter, winning the game matters.

    I similarly almost never end up in BL2 or 3. However there are occassions, most notably on Pig, where a survivor is running pallet to pallet, and I can't stop it. I actually run Skorpionz build of Enduring and Brutal Strength (plus my own adaptions) to mitigate it, but on a sufficiently weak pallet I don't vreak it, because I can build Bloodlust and stop having to eat pallets. Most killers don't have to care about this, because they can catch survivors in between... but M1 killer's can't, and have to keep chewing through them until all the pallets are gone, by which time the game is close to over more often than not.

    So how do you balance? These numbers of pallets are fine for most killers.... but the weaker ones are absolutely crushed by it. This is my entire point, BL is a basekit anti-loop ability that weaker killers who's power doesn't have an anti-loop can access when needed. It's abused sure by some people who don't bother to use their power, but the fact is those people are losing the game anyway, because a HUntress who can't use hatchets doesn't have things like Pig's inherent slow down, or Trapper's area lockdown. The weaker killers who fall back on BL have power that comes from elsewhere more often than not.

    I hope that makes sense. It's been good debate BTW, I've enjoyed reading your perspective.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565492#Comment_3565492

    Stealth killers are not supposed to have much of a chase power, they are supposed to suprise the survivors by coming out of nowhere...

    Yeah that is why Pig is not a good killer, and something I complained about in many other posts, her actual power is the game delay with her head traps, her dash is so bad you can barely use it, that is a design flaw in Pig, not necessarily something we need bloodlust for, but per design she also is a stealth killer that's supposed to sneak up on people...

    I did not really call anything a skill issue besides getting bloodlust t 2 and t 3 and no matter on what killer if you get bloodlust t 2 or t 3 you are making a mistake. Killers that need bloodlust are just killer players, don't know what else to say, if it is a strong pallet you cannot mindgame or use a power, just kick it, why are you playing around it for almost 40 seconds?

    It is a ######### mechanic we probably should make those killers stronger that regularly get it... Or it is a skill issue on the player side, one or the other.

    That's precisely my point, breaking a pallet loses bloodlust. You should break it, that's the correct play... and when you do it, you lose bloodlust. Bloodlust is something that most killers never need, cause they use their power, which also loses bloodlust...

    You're dead right, you shouldn't build bloodlust t2 or t3... the only ones that do are the killers that either suck at using their power so don't bother, in which case, they are taking FAR longer than they should to get their down... or they're playing a killer that has no better option.

    You are sufficiently punished for not playing well by virtue of the fact you took 35 additional seconds to down someone you should have downed in 10 seconds if you used your power right... otherwise you are playing a killer that doesn't have a better option.

    The crux of your argument is that Blood Lust artificially increases the success rate of bad players... it does not... those players are taking way too long, and are losing the game by relying on blood lust. However Killers that hit Blood Lust naturally because all they have is m1 (like Trapper or Pig or Myers) have a basekit power that gives them an anti-loop ability they otherwise lack, especially when a survivor is just W-keying from pallet to pallet.

    EDIT: Buffing those weaker killers is a fair point, but the question is always how do you buff them? To make them better in chase? Chase and map control are King in DBD.... and this has the problem that if we start to strengthen everyone in chase, we start to homogenise Killer's and make them all the same. In the case of Pig, she is my main... I wanna see her better in chase... but in the same breathe her unique trait is her slowdown from RBTs (as unfair and snowbally as it can be).

    If you nerf her RBT power, and increase her chase power... you're kinda killing off the thing makes her unique, and making her just like everyone else... which is a spikey topic to say the least... so it's hard to say what's "right". Whether you like it or not... Blood Lust is a mechanic that bridges the gap for character like Pig. Inherently weaker, but serves as a fall back to make killers very different from the mould relevant.

  • @BlightedDolphin said:

    Isn’t Bloodlust also lost when stunned? I swear every time I’m stunned/blinded I lose exactly 1 stack of Bloodlust.

    This is also true... the number of times I've eaten a pallet I baited, but was a country mile away from hurts me xD

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394438/bloodlust-is-a-better-mechanic-than-you-think

    Wraith and Pig have Anti loop though... Wraiths lunge after uncloak gets an increase and is quite massive, enough to hit around smaller loops, and Pig has her Dash, while it is not that good, it is still antiloop...

    Bloodlust is still a crutch against a single player, because you can basically force him to stay at a tile while you do nothing but getting that bloodlust up so you can get a hit around a tile where you should not have gotten one, or where too bad to actually outplay the survivor... That's why people call it a crutch, it is not about the 4v1, where I agree that it is designed so the survivor eventually goes down, but about the unfair thing of a survivor that did nothing wrong still going down because the killer was so bad he did nothing of value for 40 seconds... That's why people complain about it and why it is a bad mechanic, it rewards bad players and punishes good survivors, if they were bad you would not need bloodlust to get the hit...

    As for why some of those killers get bloodlust and others don't the issue about Myers and ghostface is that they are stealth killers... Same as Wraith their "chase" power is to get really close to people before they realise you are there. You will still have people being bad on all those other killers with antiloop and they will also use bloodlust, the point is good players will rarely rely on bloodlust because it is such a huge time investment... You are basically saying, I am so bad at this game I will spend 35 seconds doing basically nothing to get a single hit...

    Good try my man, but no ... Bloodlust is a terrible mechanic and all it does is give bad killers the feeling of success after they have been unable to accomplish something in chase for a while (and to counter their own bad map design).

    In an ideal world killers would not have comparable strenght, because the skill required to play some of them properly is just so much higher than others, if Legion was as strong as Nurse, why would you spend time to learn a harder killer? The problem is about time investment, the amount of skill a killer takes to play properly/master should relate to how strong they are, Billy is a really hard killer but not strong enough to be that hard and so on... That's what I think a perfect game design would be, you can start of with a weaker character and at some point you need to invest time to get the results you want to learn something harder, ofc it could still be the same character, if all killers have the same depth and skill ceiling, but they don't and I don't think it is even possible, with how they are all designed.

    Yes but what you're failing to acknowledge is that without a power that can anti-loop, what does the killer have? Mind games... that's it... and mind games only work if the survivor falls for it.

    Killer's with an anti loop power can simplify the mind game to make it much more likely for the survivor to make a mistake. Tell me, what does a high skilled Wraith or Pig do to mind game a high skilled survivor? As Wraith you body block a key window or pallet, outside of that any survivor who knows what they're doing will stay at a safety point and wait for you to unclock. This isn't weak, but it ain't strong either, Wraith is clearly better than Pig... As Pig you... I dunno crouch and stand back up and hope to catch them W to another tile I suppose? These killers are not able to anti loop anywhere near as effectively as other killers. You can't really call it a skill issue, when one person has a Magnum, and another has a letter opener.

    I'm not trying to justify Blood Lust, what I'm saying is from game design point of view, it is a mechanic that has very prominent downsides, but greatly assists the killers that need it. If you're building blood lust on most killers, you have a problem, it's not winning you the game. However in some killers cases, it's one of the few tools you have to level the playing field against stronger killers.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565100#Comment_3565100

    If gaining 3% haste for losing half a chase is overpowered...

    Then play with your food would be the most broken perk this game has ever seen. 3% stacking up to 9%? That's gotta be an instant win button if you believe even a tenth of some of these ridiculous MfT posts.

    Not really wading in on your guys debate, but: -

    • PWYF requires messing about dropping chase repeatedly against a specific survivor.
    • Is lost when you injure a survivor by any means.
    • Haste in general is more valuable on survivors than the killer.

    Killer strength: Faster than survivors.

    Survivor strength: There are 4 of you.

    MFT directly reduces a core strength of the killer... and can be used by 4 players. The comparison of PWYF to MFT is not really a fair comparison, as PWYF doesn't directly affect the core strength of survivors.

    Tombstone Piece directly affects the core strength of survivors... so that is a more accurate thing to compare MFT to.

  • Tbh... I dont think you need to change the perks effects at all....

    Keeping it the same but having the tokens instead of the time limit is actually a pretty damned good improvement.

  • But... I'm a good console Killer... I swear 😥

    In seriousness, I kinda enjoy getting spin teched now. The joy I feel when one of these cocky jerks spin and I stop in place for a free m1...

    The embarrassment of it usually stops people doing it for some reason xD

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394175/returning-to-xeno

    No developer has stated what was intended, or if the intentions changed as play data got analyzed...

    or anything really. So we just mess around with what shows up and try to make something of it.

    Every change brings new advantages and disadvantages. The only constant I've seen is if you as a survivor, run straight at a pallet or window and xeno is in tail range, you have a huge change to get hit by it.

    Xeno isn't Wesker in the pallet/loop sense, he doesn't make many of them unusable. Xeno does make it a very bad idea to use some loops that look pretty safe.

    All things considered, he's not as good as was hoped, or as dedicated survivors make him out to be, but he's not bad or frustrating to play most of the time.

    @scrunkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563641#Comment_3563641

    its not your "fat thumbs". the tail attack still isnt back to how it was on release. its particularly difficult to hit over objects now. i agree that 2.0 isnt overpowered, thats still half of the survivor's movement speed. players didnt even get the chance to experience the 2.0 before it got nerfed because it was bugged.

    Cheers, I've been having fun with Xeno.

    I couldn't play in the PTB, and didn't want to run her while her tail CD was bugged... then didn't want to run her while the hit box was bugged.

    Being console, I lack the finesse of a mouse user, but I can score some good hits. It's much nicer than Nemesis where I can actually turn into hits, instead of having to strafe.

    I did sit playing with strafe hits to see if I could effectively swing the tail through shack window; kept clipping the wall at various points, sometimesni felt unfairly... but in the same breathe, haven't had too many instances I've felt really hard done by to say it was hitboxes instead of my console aim.

    Intriguing if there is still some lingering issues.

  • @GentlemanFridge said:

    Anti

    FACE

    Camping

    says it right there on the tin

    Age/Nationality test: Pure Ronseal

  • This was a fun read.

    I actually completed all trophies 2 days ago. The only one I've actually skipped a big potion of is the Skilled Huntress, as the trophy glitch meant I only needed 8 or so legit hatchets in the end, which was a god send for console... but all other trophies I got legit, or have since done the requirements passively (e.g. Outbreak Breakout).

    I got quite lucky on most of the nasty ones. Laurie and David were first time attempts for me as I had a Artist who gave up on Haddonfield and a blind Ghost Face on Red Forest respectively.

    The 2 that stick with me are Ace and Haddie... I dunno why, but the days I went for those 2, I must have been wearing some really offensive aftershave or something, cause I got brutal tunneled and camped... even if I looped really well, they hard committed to ensuring I died specifically... no matter how much hbof the game it was costing them xD

    There were times in those 15+ game loss streaks I started to genuinely believe that being in a cute Feng Min skin improves your chances of survival 🤣🤣🤣

  • Now that you've mentioned it, having her fit a bear trap, pull the cord immediately to activate it, then have her turn away and look over her shoulder as she presses a button on a remote control to have it pop immediately would be kinda on brand for Amanda...

    Although I do need to rewatch the SAW films, her "betrayal" of Jigsaws principles was actually blackmail from Hoffman if I recall... but the actual full story escapes me...

    Either way, would be a cool mori...

    Apologies for the multiple posts btw all... my teenage horror fan self is having a lot of fun xD

    @SMitchell8 said:

    Would like to see a mori catalogue so that players can buy, earn, win new ones for there characters. Some characters probably should have more than 1. Trapper and Wraith certainly need updated moris.

    Needless to say... my bank account would take a bit of a pounding if this were added 😁

  • @GolbezGarlandGabrant said:

    Have the survivors decompose or something and make them look just as disfigured as she is. Something more than puking on them.

    Bloody excellent shout!

    I was thinking about Plague and wasn't sure what to do... A withering body like the Mummy would look absolutely bad ass... kinda mad at myself I didn't think of it! 😅

  • Still think Charlotte needs an animation and audio pass to see her being enraged in her protection of Victor. The actual chase music, TR audio and that weird siren like audio effect when you switch to Victor is especially awesome...

    I just feel like looking at Charlotte she is just kinda there... lore wise she is here because the only thing she loves and cares about in her existence is Victor... even when he was a half dead corpse stuck in her body. When he awoke and separated from her, she followed him into the Entity's realm with no concern for herself. The least she can do is bellow angrily when someone kicks Victor in the face... I'd vote for angry chattering when separated in general, but at least give us some kind of global cry to make Charlotte feel like "Oh you dun F'ed up now" when we crush/kick Victor.

    Biggest change to my mind is let us swap back to Charlotte after downing someone with Victor. Fine Victor has a 5s cooldown to stop excessive slugging, but damn, I have to wait 5s to move to unhook too? :S

    Also make survivors want to crush Victor instead of holding him hostage.

  • @OrangeBear said:

    Wraith's mori should be a throat slit i think. He is somewhat merciful so it doesn't make too much sense for him to spank you to death

    Speaking of the Wraith, he does strike me as the strong single blow type.

    I could imagine him flipping his skull hook thing around like a murder stroke on a medieval long sword and using the long end to land 1 hard impale through someones chest while stealthed, only to decloak and pull the point free as the survivor drops.

    Have him not looking at them as they fall for extra cinematic points.

  • @radiantHero23 said:

    I would love to see Amanda get a flashy, cool mori. But i also prefer that it is super fast and doesnt waste much time.

    I dunno, when it comes to Mori's I'm more of a "if you're gonna do it, do it in style!" kinda Pig :P

  • I've never understood the argument that MFT is a "fun" perk for survivors... Fun is ofc not objectively quantifiable as it is subjective, but in MFTs case the argument doesn't make sense.

    The effect is very subtle to the point visually its hard to tell the difference. Usually the defence for MFT is "its only 3%", which if that were true, you have to ask "if its only 3% and that isn't really doing anything, why do you and every other odd player out there run it?". In order for it to have any value, it has to be subtle but potent at increasing your ability to loop, especially against the weaker killers on the roster...

    By this logic, MFT by virtue of what it does itself can't really be "fun" since you can't really see it in effect... successfully looping the killer more times is what is actually "fun"... but only achieving that with the crutch of MFT just makes it non sensicle to me... it's like you succeeded way more, but you needed a flat increase in your stats to do it cause you weren't good enough to do it otherwise...

    So the perk doesn't really have anything to redeem it to my mind... it targets the wrong killers, artificially increases a players success rate when looping, doesn't bring anything new or interesting to the game....

  • @Nella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564601#Comment_3564601

    I see.

    I guess leave it a tracking perk, remove the blind and replace the scream with killer instinct.

    That way it doesnt hurt SoloQ, it doesnt interrupt actions and doesnt give away who it is tracking?

    Honestly removing the blind would be a decent compromise. It doesn't solve the 4k slug problem ofc, but that would still be a reasonable change, since in theory survivors would have a better chance to keep each other alive at the least to avoid the 2 man end game....

    Also in fairness the 2 man end game is pretty drawn out and annoying to resolve in the game anyway... If a killer slugs for the 4k, it will almost always result in the killer getting their 4k anyway... UW just makes it faster.

  • @Nella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563558#Comment_3563558

    That sounds more like that the problem is tunneling is too effective rather than the perk being good.

    Reminds me of the flawed way Konami bans some cards in Yugioh.

    For context and in short, there was a card known as Crystron Halqifibrax in the game that summons 1 type of monster from the deck for free.

    That caused a massive number of degenerate combos, and each banlist, Konami kept banning monsters that were the best target for Crystron Halqifibrax to summon. Which led to the banning of over 6 to 7 monsters.

    In the end, they banned Crystron Halqifibrax and all 7 of those banned monsters were unbanned.

    Apply this to dbd, yes, you can nerf ultimate weapon, but then killers will just swap to another perk that enables tunneling, and repeat 7 times until they properly address tunneling.

    However, I doubt that BHVR will go back and fix those perks that they nerfed due to tunneling, so killers will just sit with 7 new crappy perks.

    TLDR: Dont hit the enabler of tunneling, hit tunneling itself.

    Not an unreasonable argument, though the example you're pointing to is only 1 of the reasons this perk is a problem in my post.

    It's the combination of everything going for it (no activation requirement, long up time, short cooldown, no decent counter play) that makes it the Swiss army tool for whatever you need at any given time. You don't need to look around and keep a sharp eye for anything when you have it, you can just sweep through the map and get a nice big notification when your invisible bubble hits a survivor. The power it provides it up to the player to decide how to use.

    My full list is: -

    • Makes tunneling far easier.
    • Makes 3 genning far easier.
    • Makes proxy camping far easier.
    • It auto wins the slug for 4k.
    • Hard counters SoloQ with extremely easy access to blindness. (WoO, Kindred, Bond, Empathy, Deja Vu, and any other aura perk can be significantly hindered, and it can serve as a discount Knock Out or even cause mistakes with just basic unhooks).

    If it didn't last as long as it does, or it had an activation condition, it would be much more fair... but as it is, you can use it to find survivors when you need to at pretty much any given moment... and that power is extremely strong no matter how many other nerfs you impose on the the killer.

    I'd make it last 6 seconds or so from opening the locker. It'd still be an incredibly strong perk, but it'd take a brain to use, you wouldn't have it auto win the 4k slug and it wouldn't decimate SoloQ quite so severely.

  • I'd say you're spot on tbh.

    While DBD isn't that mechanically intensive, there isn't really anything like DBD to bring your gaming experience to. If you have 5000 hours in Counter Strike, you can swan in to CoD and will probably do quite well with minimum adaption.

    DBDs skills however are all timing, positioning and game knowledge, with a little execution thrown in... all of which are completely unique to DBD. You can't carry skills over from elsewhere, so your learning curve is quite extreme.

    Not only that, your skills don't really translate from one killer to another or 1 survivor build to another. A Distortion/Sprint Burst player focusing on gens will have a totally different feel and timing to the game compared to a MFT/Resilience player trying to loop the killer. Then again it changes further based on the killer power and their chosen perks.

    DBD is actually extremely intricate, as we've seen all too often where 1 unexpected perk combination can totally swing a game based on whether or not the other side guesses it.

    I'd say it most definitely is a very tough game to master... if you even can really.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562275#Comment_3562275

    Oh I would love this. Make it path-finder based and most killers (ehm, nurse) gets immediately fixed. Maybe slightly higher range could be used then (18 or maybe 20m, but no more) - but that's not really required.

    That's an expensive operation though... a point to point distance calculation is a very cheap calculation with modern hardware... constant path finding every frame? That would be heavy on the CPU....

    Edit: I still feel 1 Nemesis in the y axis should be the cut off of the AFC myself 😁

  • My favourite build thus far is my 'Bug Stomping Boots' Pig build. Rugby punter maybe 🤔

    Enduring/Pop, Brutal Strength, Surveillance, Nowhere To Hide with John's Medical File and Combat Straps.

    Try to sneak up on gens and go for grabs. If survivors see you coming and hide, kick the gen to find them and get free tracking. Keep kicking pallets and gens. Use Enduring to be greedy on pallets, use Pop if you're more confident in chase 😉

  • @ReverseVelocity said:

    Trapper's default mori is terrible. It should involve the Bear Traps in some way.

    @GentlemanFridge said:

    Trapper's, easily.

    The Naughty Bear mori looks neat, but then default Trapper is... eh. He really needs to use a bear trap, somehow.

    While I'm really trying to limit myself to suggesting one... I can't contain it...

    My immediate thought for Trappper has to be he sets up a trap, drags the survivor to it by their collar and they desperately try to push off the floor as he slowly overpowers them and shoves them face first into the bear trap.

    Even if you don't show it on Trapper's POV, cutting to Trappers face as it is showered with blood and the survivors body going limp under his hands/boot would look frigging sweet.

  • While I'd love to hit a bunch, mine would of course be my OG main, the Pig.

    The stab through the hand is good, but the slash across the throat, while reminiscent of Kramer's slash to Detective Tapp is rather anti climactic.

    I'd rather that was a set up to the final kill blow. Almost anything would do. Hidden blade to the eye, through the botton of the chin, into the heart, followed by a retraction of the blade would be awesome.

    Plus gore... for the love of God the gore.

  • @caipt said:

    his power is still plenty good. they should revert it back to 2m/s slow though.

    The fact we never saw it in action is a bit of a shame.

    I've been doing alright with Xeno on console mind, which given it's a precision power suggests to me it's absolutely not weak.

    Xeno feels in a decent place to me, little bit better than Demogorgon and Dredge. Maybe could use a slight buff, but certainly not in a bad spot at all.

  • @JudithMorel said:

    just die go next on every alien like i do.

    Cmon man, while Xeno was BS with it's chase bug you had a point, but now there isn't an excuse for that. Xeno is pretty balanced now, requiring skill on both sides.

  • @Skillfulstone said:

    Well, BHVR did this in the past after reworks/new content.

    When Eyrie of Crows was reworked (shrunk) it was almost always the map people played unless they brought an offering.

    Same happened when the R.P.D. got divided in two and when the Dull Merchant's workshop was added into an already existing map.

    It's a way to test new stuff to, possibly, fix it further if things are broken in some way.

    While it's rarely said outright, the map rotation are affected a bit after changes. It'll return to normal after enough feedback comes in and they balance it out.

    For example, current Borgo is borderline unplayable for the average Survivor since there's an average of 5 pallets in the entire map (found this out after using WoO for dozens of Borgo matches and realizing 80% of the map is a deadzone). There should be a middle-ground between 25 pallets and 5 pallets.

    Oh that's what it is... I just assumed it was weird RNG for me xD

    This makes sense to be fair... Good to see the devs gathering as much data as possible to balance the map a much as they can... especially as maps are always the biggest complaint.

    It's almost like they're listening to the community... xD

  • Mechanic basically exists with blood lust already.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563722#Comment_3563722

    I think no one is saying that the perk is mid or "not so strong", everayone is acknowleding that it is overtuned, but killers lived for 5 month with the equally as overtuned MFT, so this begs the question: do this two overtuned perks chancel each other out? Are they so good that we are expected to play with just 3 other perks and always equip this one here? Is it BHVRs attempt to bring back unballanced, hilarious matches? Who knows.

    UW is very strong and undoubtedly the best tracking perk, BUT if it were just that I think it were ok. I use it all the times after downing and hooking a survivor to get into the next chase, and in this regard it works great. This minimal downtime is often required in todays gen-rushing meta and even when you are doing great at the killer and downing survivors at a good pace, gens keep flying. So this effect alone isn't OP, its just "the best in its class with no competition".

    Though all the other stuff, like the blinding and interruption, thats debateble. I would be a-ok if it was just a tracking perk, but with survivors abusing the living daylight out of MFT and Resilience and possible Hope, I will take UW and also run DMS in lieu every so often, just to get a breather. This is our new meta, the "overtuned meta".

    That's sorta the question isn't it?

    Do we really want to say "take this broken perk, or sucks the balls of your opponents taking their broken perk"?

    To give my subjective opinion, I personally take neither perk. To me they are crutch perks that enforce bad habits.

    Ofc I'm more a casual player, I don't try super hard, I play to win, go for 10 hooks and then see how I feel at the end. On both killer and survivor I don't tend to play super sweaty builds, I like to try a gimmick perk and try to make something around it to have fun...

    I of course accept I'm gonna get rolled sometimes, the fact casuals are mixed with try hards in a single queue will always have that disparity... but when you tend to get the same perks coming up, constantly kicking you in the teeth, having such powerful perks in the meta stagnates the game pretty fast imo.

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