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UndeddJester

UndeddJester

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UndeddJester
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  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558033#Comment_3558033

    You can already do it means that giving him all his traps doesn't change that.

    Meaning it has no effect on it.

    How did you miss that?

    The commitment is the exact same regardless... you have no point here

    I'll try to be less combative, cause we're at risk of this becoming a pointless argument.

    However your point it doesn't make a difference is incorrect for 2 reasons: -

    • Having to go collect your traps slows down the setup of basement Trapper and 3 gen Trapper. He has to walk out to collect his traps, which means survivors have chances to see what hes doing, and have time to interrupt his setup while he is out collecting.
    • Freeing up the need to take an add-on for this power means Trapper can take other add-ons to support his 3 gen and Basement setup, making it even more potent than it already is.

    You're correct that Trapper can set up the same way without all traps available, but the simple need to walk across the map and get his traps makes this strategy less effective.

    Thus far there is not a single good argument for giving Trapper all his traps.

    • If it doesn't make that big a difference, why bother adding it?
    • If it does make a difference, why would you want to push him further towards this play style?

    The changes BHVR have made were good changes. Before we've even had a decent chance to explore it, we're already trying to scrap it to go back to pushing this annoying playstyle instead.

    It's just not making sense to me to say "screw it, let's just give up and make him even better at locking down basement and a 3-gen".

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557594#Comment_3557594

    boring way =/= way they personally find boring

    I doubt the people putting birds at loops find it boring. they may actually have more fun in a different way, but I doubt they are doing it in a boring way just because.

    I also don't see an issue with an "easy way" existing. in this case, it already does anyway. they just gotta wanna do it. (and while basement is, I don't think the 3 gen is particularly strong)

    like... we all love to snipe people, but i'll still throw a hatchet at the window and be happy about it. unless I miss the window... then I'll be annoyed I missed the easy shot.

    survivors giving me the easy m2 at hook as ph? I'll take it.

    currently... it's easy to do a 3 gen or basement trapper. it's just not fun. and that doesn't change with more traps.

    you can set up the 3 gen more effectively, but the strenght of the 3 gen is the same.

    You've literally proved your own counter point. You can already do it. There is no need to buff Trapper to make it easier to do it.

    The current buffs: -

    • Faster movement speed after setting a trap
    • Traps spawn near generators

    Both encourage Trapper into a more patrol oriented playstyle.

    If you want to be basement Trapper, you can, but it should absolutely require you to commit your build and/or trap collection to it, NOT be a basekit strategy you can do out of the gate.

  • I can't think of a request as common that I hate more than this one. Having all traps: -

    • Directly encourages basement Trapper, which is both incredibly boring to play and to face.
    • Directly encourages 3 gen Trapper, which is both incredibly boring to play and the face.

    The changes BHVR have made are far healthier and fun for everyone. You can play the boring Betty Swollocks lockdown Trapper if you want, but please don't try and shunt the character down that road for everyone.

  • As a solo, I like taking Autodidact atm in the Sloppy Butcher meta. Having the longer healing times means more chances of skill checks, which means more stacks, and completely bypasses the weakness.

    I also like the We'll Make It/Guardian combination as well, as that makes Sloppy kinda a moot point.

    So I'm not really too bent out of shape by Sloppy atm... I feel like there are perks causing me way more trouble in SoloQ atm, such as Ultimate Weapon.

    Ofc I'm refusing to run MFT, cause I'm not a scumbag and I don't wanna develop bad looping habits... so UW probably disproportionately affects me compared to others.

  • It used to work where the traps activated when triggering end game collapse, effectively getting the effect you are describing.

    It had to be removed cause it was brutally unfair, the Pig could just open a door/close hatch, then just follow you and there was literally no way you could ever get the trap off without dying to the trap, her hooking you, or EGC killing you.

  • I actually started playing Twins recently, and they are much better than I expected... actually one of the more fun killers to play IMO.

    Although these forums love to rag on Otz, after I played them a while I feel like his suggestions for Twins bsck in 6.1 were absolutely on point: -

    • Buff: Keep Victor's 5s recovery when downing a survivor so Victor can't easily rampage slug, but if you want to go back to Charlotte to move for the hook, let the killer switch to her immediately after downing with Victor.
    • Buff: Make holding Victor hostage dangerous. Otz suggests applying the "crush Victor" add-ons when recalling Victor too and also add deep wound. I'd go harder, like permanent Victor aura read, so crush him or get focused, but this would be fine.
    • Nerf: Make kicking Victor more punishing by adding an additional 5 to Victors respawn on Charlotte, so Twins can't just immediately send him out again.
    • QOL: Charlotte can't send Victor out when she is next to hook... however if Victor is already next to hook, she can switch to him... Make it so hooking with Victor in range causes him to pop and return to Charlotte.

    A personal opinion from me would be to make Charlotte more menacing. She's supposed to be murderous defensive of Victor, and yet for the most part seems more like she is largely disinterested.

    I'd like to see Charlotte grunt and snarl when she is seperated from Victor, drop her shoulder and lumber with more determination and fury at teh Survivor that is wrestling Victor. Id also appreciate her having an angry global howl whenever Victor ia kicked, like a "Oh, you done ######### up".

    I think little improvements lies this to Charlotte would make the Twins feels much cooler to play.

  • What's really nice about this change is it will always work regardless of map. I always promoted the locker pick up as a map independent fix, as "centralising" trap spawns was kinda flakey as a all maps fix... but this is actually even smarter... so WP BHVR there.

    It also actively encourages Trapper to patrol gens, and he has a speed boost when setting traps to make him actually a potent anti looper.

    Its great to see BHVR not sticking to keeping the OG killer in the dirt in the name of being "simple".

  • Even a fringe knowledge of the legal troubles of Friday The 13th indicates this would be impossible.

    Very sad to see adult Jason die completely as a character.

    It's hard to be excited for a F13 series when its a prequel series about curses surrounding Camp Crystal Lake. Has Halloween 3 vibes, totally unrelated to anything we've grown attached to the franchsie for. The fact Pamela ends up totally dead, and any attempt at bringing in a Jason is a poisoned chalice from the get go makes it a "why should I care?" kind of deal for me... 😮‍💨

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556168#Comment_3556168

    You could make it basically just range dependant, probably based on your current tier (not sure what numbers).

    Funny is it would be kinda basekit whispers, which is really underrated perk, so would be nice way for him to find survivors too.

    The more I think about it, the more I like it actually...

    Myers is repeatedly shown to be spotted in someone's periphery, only to have quickly moved out of view when they take a better look.

    Having him move faster when he is outside of a certain range of survivors would capture that "fleeting glance" from the movies pretty damned well.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555881#Comment_3555881

    I have always wanted to make a build centered around Tenacity, I’ve just never gotten around to it.

    A Hysteria build honestly sounds like a lot of fun.

    It'd probably be better with a buddy, especially for power struggle and flip-flop shenanigans.... but as I'm always solo, Tenacity doesn't tend to be good; it only works when a killer slugs... If the killer spots you slinking away, you can be sure they'll give you the "no, no, no" treatment and immediately hook you from that point on :D

    Combined with unbreakable can be pretty game altering if you're one of the last 2 survivors... That said, I haven't used and been saving Nick Cage for a while now... and with Plot Twist, it's starts to look pretty damned spicy 😘👌


    For Hysteria builds, I like to throw it on with Tinkerer, and any add-ons that mess with undetectable/oblivious like Wesker's Black Shades. Constantly screwing with people hearing your TR and having it be unclear what is causing it really disorientates a lot of players :D

  • My big issue with any kind of suggestion for invisibility or teleportation on characters like Myers, is it is not inline with how the character is understood from the source material.

    Michael is never shown to teleport in any of the films. His abilities as defined by the canon are that he is a pure evil, a being consumed with a sadistic obsession with murder. He gains supernatural durability as a byproduct of his sheer will to murder, but outside of that he is rather normal and limited by physics (movie logic aside).

    His ability to chase and appear seemingly out of nowhere has never been represented as the power to teleport or manifest, rather we are left to assume that his obsession with murder has meant he spent every waking minute of every day single mindedly thinking about and presumably mentally practicing the most effective means of stalking, catching and killing his victims.

    While I see why people try to push the ability to appear out of nowhere upon characters like Myers, teleportation or invisibility is a disingenuous means of achieving that goal.

    As a result I can't ever really be on board with it... because teleporting or going invisible to appear around the world just isn't Myers.


    Edit: That said, this idea is far more sound than others. I could kinda go with it if I were not able to see the fact I'm invisible... unfortunately a survivor walking in front of me would break that illusion fast... I'd be more on board for silent footsteps and a speed boost while out of sight and not within a certain range (ignoring different vertical plains).

  • Some men can't be bargained with... can't be reasoned with... some men... just want to see the world burn.

  • For Survivor - Tenacity - I love slinking away while a Killer slugs then watching them in the distance cricling round looking for me.

    For Killer - Hysteria - Not that good, but for some reason I really enjoy trying to make builds around it... the odd moments where a survivor thinks they've ditched me, just for me to pop up elsewhere are great.

  • Regarding Pentimento, I feel Otz explained his point of view quite well, and when you watch him often, the typical trend of perks he doesn't like is perks whose very existence and threat strongly influences player decision making.

    I think what Otz is driving at is the perk is very strong when active, and punishes survivors for doing totems as side objectives, which is not a false statement. Pentimento does have an effect that is very strong when its live, and that strength always has to be factored in vs. other hex perks.

    Before CoH was a strong boon, so disabling hexes with boons was common and obviously didn't help Pentimento, but now no-one really bothers with boons, so if you want a hex gone, you usually have to cleanse.

    This translates in higher levels of play to people understanding cleansing for Pentimento is not a good idea, as it has a potent effect the killer can then defend, so you basically ignore majority of hexes cause the gen/healing slowdown from Pentimento is more dangerous than most other hexes, with the exception of Devour Hope, so survivors just don't bother so they don't have to deal with Pentimento.

    This means the perk has value, even when not in play, which is something Otz tends to be quite critical of. Survivors affected by Hex:Ruin or Hex: Plaything will not bother with totems because of the possibility of Pentimento, so the killer can ignore defending them and gets more value off these hex perks than they otherwise would, just because Pentimento exists..

    That said I'm not sure Pentimento is such a huge problem myself for organised teams... though it is a little rougher on more casual and solo teams. However I'd be more on favour of making boons better instead of gutting Pentimento

  • I think the problem with linked sets is there is no distinction between store link and equip link... sets are either linked or not.

    If a license requires me to buy the whole thing, fair enough, have them stored linked... however there needs to be a separate link for equipping for sets that have no clipping issues.

  • I used to be a PC Gamer, now a PS5 gamer, but yes mouse and keyboard is far superior for precision compared to controller.

    The simple reason is on a mouse you use your proprioception to move your aim. You can accelerate, decelerate and flick your aim to where you think you need to be at any moment, and you are using your spacial awareness to maximum effect.

    On a console you have to hold your stick on an axis for a timeframe and let go when you feel the time is up. It's a completely different mechanism and skill, that doesn't afford you the same use of your spacial senses and offer the same flexibility to move as fast as you please to where you want to go.

    Spin techs don't really work on PC. I've played console for 500 hrs vs. 10 mins on PC, and the ease at which you can adjust to land a hit on PC is night and day, and this feeds into the advanced techs as well. Console Billy's, Oni's and Blight's simple cannot accelerate their aim any faster than the sensitivity their controller is set to, which makes banking suddenly around corners during their charges is basically impossible.

    It is also not as responaive on console cause of dead zones, these ever so slightly slow your inputs down and ofc make it very tough to make micro adjustments to where you're aiming. You have to nudge your aim slightly out of the drad zone and immediately return to centre instead of just stopping. This makes the accuracy affored to ranged killers on PC an easier experience than console as well.

    For survivor the differences are less substantial, but for killer it's a huge difference.

    That said I love playing on console. The constant high expense, debugging software, and system hardware spec race in PC gaming, combined with the generally more sweaty and hack ridden PC gaming culture has turned me away from it over the years. Also my right hand is bust, so I can't use a mouse anymore... I've had to become left handed for work xD

  • Huh? Who face camps with Trapper in basement? That just makes it so people don't come in...

    The common Trapper basement strat I see is trap up the basement leaving two openings, get a hook in basement, then trap up so there is one remaining entrance, then leave out of the one exit available.

    Then if survivors spend time assing about with traps you get a notification, and either push them off and get your second hook stage, or if they go in, you come in blocking the one entrance with your body and force the unhooked survivor to run out of BT for another down, or step in a trap, while also getting free damage and a potential trap on the rescue survivor as well...

    Then reset the same set up now with 2 people in basement... I've never seen a face camping basement Trapper... the point is you WANT them to go in for the save...

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555138#Comment_3555138

    The only way the tail drag could have been relevant, is if the hitbox was first active on the tall bench, and so the tail needed to start high up to avoid the bench. But the tail hitbox is still straight lines, regardless if it's dragged or not.

    And here's the problem... Some people are claiming that the tail's hitbox goes from a straight line, to a curved line, if the tail is dragged, and therefore it allows Xeno to make "trick shots".

    And the video quality is so bad that it's difficult to see what is even going on. It's entirely possible there was a bit of latency, and the survivor wasn't even behind the bed when they got hit. Here's a screenshot from right before the survivor was hit. I think the blob I highlighted was the survivor, and if you match it with the previous screenshot I posted, the killer's screen might have shown the survivor as still to the right of the bed, and not behind the bed, when the attack connected.

    https://us.v-cdn.net/6030815/uploads/N52PD6Q7AGUJ/image.png

    Well, I think its the motion blur that's making it rough to see, as the video is 1080p.

    However slowing the video right down

    Screenshot_20231003_172141_Firefox.jpg Screenshot_20231003_172242_Firefox.jpg Screenshot_20231003_172407_Firefox.jpg

    You can see the initial frame where the hitbox starts. Otz has to throw it over the bench to clear it, the yellow strike is visible there.

    He then drags it down, and the strike is now below line of the bench before the final frame where the hitbox sticks and hits the survivor behind the metal bed.

    I agree the hitbox is still straight lines, it certainly won't actually curve the hitbox, I think what people are saying is you start the hitbox high and as it moves away from you can drag it down over things that you otherwise wouldn't have been able to strike over. If Otz had gone for this same point without aiming up, he'd have hit the bench, or been too late tag the survivor before they got behind the pallet. So the point is this hitbox is like a rock on a string, where you throw it over an obstacle and if you time it right, you can drag it into place on the other side.

    Even without the bench being a factor, you can clearly see that Otz is aiming high to start with, and then successfully pulls the hitbox down. I know Nemesis' hitbox doesn't work like this, as that is essentially a series of straight lines from Nemesis 1 after another, so you aren't able to arc it over obstacles, which I think is what people are pointing out you can do on Xeno.

    But regardless, it's not concrete proof granted, actual footage of a reproducible controlled test to remove issues like latency, blur, observer interpretation/bias, etc would be much more objectively acceptable as a proof. Sadly I don't have friends to lab it with 😁

  • I've been thinking about this perk... I've been trying to decide if having it add 2 additional scourge hooks would be broken or not...

    Would actually make this perk somewhat useful at near guaranteeing a decent scourge hook spawn somewhere, and increases the chance of getting value out of it otherwise.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554986#Comment_3554986

    The 2nd hit wasn't even exciting. If you pause the video, you'll notice the highlighted hitbox line isn't going over the tall part of the structure, but instead was going over the bed, which is a way shorter object

    https://us.v-cdn.net/6030815/uploads/B3J8PU28D9BV/image.png

    Yeah, but when he threw the tail, he threw over the bench and dragged down. I can't quite tell but it also looks like the survivor crouched, because I can't see them over the obstacle.

    Without a visible map of the hitboxes, its hard to tell for sure, but that looks a lot like dropping the tail hitbox to me.

    Plus as I say, this isn't the example I wanted to find, but I can't the one that pulls it over over the barricade in RPD.

    Would be happy to see a custom game where someone labs it.

  • Glad to see Hux being appreciated, but what exactly was it that changed your perspective on him? I've been working through the rest of the killer roster so I'm always keen to read about Killers I haven't played yet.

    The common criticisms are power is too much effort and is too situational to get consistent value when combined with survivors being able to EMP all his pods.

    A general concensus I've seen is Soma Family Photo is a required add-on for him, the haste boost making it much easier to successfully capitalise when you teleport to a Survivor.

    Do you agree having this add-on in some form as base kit would improve HUX? Does he need improving?

  • I personally do believe that there should be some back and forth to levelling your grade... otherwise whats the point of having it at all? However there is definitely an issue....

    The goal posts shift considerably as you grade up... and while this makes sense, at iridescent the goal posts move to be pretty unforgiving.

    You really have to stomp to rank up, winning is not enough, unless you totally crush and farm your opponents, you're never getting 2 pips, and in some cases, it's hard just to get 1. There have been times I've "won" 3 times in a row, but because I didn't or couldn't farm my opponents for points, I didn't rank up.

    Combine that with the fact it takes very little to rank down, one bad game (or even a game you win but the opponent was REALLY bad), can make losing that pip feel really punishing and unfair through no fault of your own...

    While I don't like just disabling losing pips completely, cause then there is no counterbalance to make gaining pip feel good, I feel like something needs to be done to alter it.

    If there was something like getting getting a 3k or an escape through hatch with 0 pips granted you a protection for your next -1, that would be nice, at least then you could relax a little knowing you have a buffer.

  • I must admit, I prefer the number of gens left method over the fraction method.

    Not really a massive deal.... both are easy to understand imo, but the current version is just more appealing to look at on the HUD.

  • I'm sure I saw a video showing Xeno tail curving over the desk barricade in RPD (the one on the left when coming in the main entrance from the main exit gate past the guaranteed gen spawn). Even Deathslinger can't hit through that, so I'm pretty sure it's a thing.

    That said, Xeno hasn't been in an unbugged state since launch. With the no speed drop on miss, Xeno was brutal to face, and I almost never escaped.

    Now with the speed fixed AND nerfed, combined with the bad hitboxes on tail strike, Xeno is pretty weak, and I smoke them majority of games (or get close to escaping, which is a win cause I'm crap at survivor).

    I'm greatly looking forward to the day when Xeno is fixed completely so I can finally play it/against it properly. I actually have a lot of fun either side, but Xeno is undeniably weak right now with its screwy hitbox.


    Edit: This wasn't it, but is not a bad demonstration. The first hit could be done without, but the second is very questionable if you'd ever hit that without dropping over. I wish I could find the RPD one, cause that one blew my mind.

    39 seconds · Clipped by undeddjester · Original video ""Only Xeno can do this." | Weekly Compilation" by not Otzdarva


  • @totallynotamegmain said:

    Why is there even a batlle pass in a paid game with paid characters and perks that you can either spend real money on or grind for hundreds of hours to earn them is my question

    Considering a single full premium outfit costs the same as tbe battlepass, and the battlepass refunds itself, I'd say the battlepass is a pretty good way of getting a large number of cosmetics on a budget.

    I liked the Artist cosmetic from the last battlepass quite a lot.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554525#Comment_3554525

    The only thing I do not like is that you can't do multiple challenges at once, which would result in much more matches being less stressful.

    To make up for this the challenges would need to be longer.

    I kinda like the selecting challenges aspect for the most part... some of them require getting pretty clever with your character choices/builds which is a cool thing.

    E.g. Hysteria helps a lot for Combo King, despite being an otherwise meh perk.

    Though I suppose you could still have the "single match" challenges for that, and the permanent progress ones just be passively longer...

    Maybe a sort of hybrid where you select a target challenge and all challenges around it are also progressable at the same time? With good placement could be fun.

  • This... I work full time and I completed mine ages ago... with like a month to spare.

    The battlepass tends to be pretty worth it, as the sheer volume of cosmetics, that have no advantage gameplay wise for players who don't take the premium option, that you get for a rather small investment which refunds itself via the battlepass itself...

    All that makes it a pretty good deal to my mind.... One of the better battlepasses in the business tbh.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553709#Comment_3553709

    If BHVR had a real price tag on every skin and they were available at the time I would have no complaints. Skins are purely optional. I just wish companies would make products that are good enough that a person would want to buy it, without using psychological techniques to try and push us towards making impulsive purchases.

    It doesn't affect me, but I know that stuff does real harm to some people.

    @dgbug said:

    Out of every problem in DBD, I can firmly say that the worst ones are monetization-related. BHVR keeps adding new skins that people don't want to DLCs to artificially inflate prices, removes skins from the store when it's not "the season" that they should be in the game despite NOBODY wanting that, and they treat a fully paid game like a Freemium game with a Battle Pass and 10$ cosmetics that take UNHOLY amounts of time to grind for.

    BHVR will cite not wanting to use FOMO in their reasoning as to why they won't reward their most dedicated players, and then turn around and use FOMO tactics with new cosmetics! On top of this, they actively link sets that SHOULDN'T be linked (Every RE skin, for example) and wonder why people barely play those characters.

    This game's pricing is insane, and Iri Shards should be MUCH easier to acquire so new players can at least play the ORIGINAL CONTENT without grinding nearly 2000 hours to unlock every survivor and killer.

    And on top of all of these issues, they actively link sets that DON'T NEED TO BE on characters who desperately need skins (gabriel, haddie) and then wonder why they don't ######### sell well! It genuinely feels wrong that they're actively sabotaging their POC survivors by constantly giving their newer ones linked sets and REFUSING to unlink sets that shouldn't be!

    I know that this will be fully ignored which is. Frustrating. But please don't make this game a budget fortnite. Y'all are better than this.

    Not to leap to BHVR's defence, but there are some objectively incorrect or ignorant statementsh here. The question is when does personal responsibility end and corporate responsibility begin, and is the corporate doing anything demonstrably wrong?

    All transactions and agreements are done at point of sale. You as the consumer are not forced to buy anything. Any sale is a mutual agreement between 2 parties to exchange good/services/capital for the benefit of both parties. If you don't like the agreement offered, you don't agree to buy... it's that simple.

    We are all aware of and acknowledge the insane cost and work load involved for game development, and yet it seems to be selectively forgotten when anyone wants to push a narrative to get what they want.

    For all points raised here, options exist that are completely reasonable objectively.


    For Xenomorph, Ripley and Nic Cage:

    • £9.99 for Xeno, Ripley + Ripley Skin.
    • £7.99 for Nick Cage + Skin.
    • 500 Auric Cells (£3.99) each char otherwise.
    • 1080 Auric Cells (£7.85) each skin otherwise.

    The fact you can buy EXACTLY 500 Auric Cells for £3.99 means there is absolutely no penalty to the consumer, other than the fact you can't have a check mark in your Steam/PSN/Live store to say you've bought the DLC.

    You can buy all 3 with any combination of Auric Cells you wish, and that can even save you money long term if you're smart with it, so to say this is anti consumer or a psychological manipulation is false.


    As for limited edition skins, we don't get mad at coffee shops only doing their Pumpkin Spice at Halloween, or Subway doing their Turkey sub at Christmas, or Kickstarters only doing their additional exclusives throughout the Kickstarter campaign, because we understand that these are limited event things. If you want a skin you can agree to buy it, but you understand at POS this is a limited event thing, so if you want it buy it. The seller is under no obligation to continue to supply an item on the grounds you MIGHT buy it one day. The fact is, most of these come around again the following year...

    Not to mention these are skins that have no effect on gameplay... so there is no real argument of unfairness there, its privilege to get items you want WHEN you want them.


    As for the new player experience and the grind, there is an effect on gameplay here, and the effect of perks locked behind a pay wall is a genuine concern. However BHVR have an option for getting premium perks for free. The thing is you are getting access to this premium content in exchange for your TIME. By playing the game, you increase the games footfall, which benefits the game, and in turn you are provided a means of gaining things via investment of your time instead of money. This is essentially the same as POS, you are received goods, in exchamge for your services.

    Now the Shrine of Secrets is admittedly too limited and needs to be improved, but the fact exists is objectively another reasonable argument against the notion BHVR is greedy and unfair.


    The battle pass also only grants items that are cosmetic, limited to the battlepass. Once again there is no gameplay mechanic that benefits from the battle pass, its purely cosmetics, so I don't even understand this argument.

    Furthermore if you buy the battlepass, you earn the equivalent Auric Cells you paid as part of the battle pass, which means you can get the next one effectively for free... this seems like quote a reasonable method of attaining a large number of cosmetics for a relatively small investment... again this is hardly something you can call unfair or greedy...


    I don't want to rubbish anyone's opinion, but opinions are subjective, you may not like the options available to you, and that's fine. You are free to argue that these deals offered to you are not in line with what you are willing to pay or how you are willing to pay it...

    However given the objective fact is, mechanisms exist for all players to attain these items via comparatively reasonable means, and most of the items here are cosmetic in nature, with no express advantage within the game... I don't see any genuine reason to criticise BHVR on their monetisation.

    I've seen far more agregious, unreasonable and blatantly exploitative practises that anything BHVR are doing... Based on my experience, BHVR are actually pretty darn reasonable compared to a lot of the gaming industry.

  • @Shroompy said:

    I've had the username Shroompy or shro0mpy since 2016-2017. There's a whole story behind it with involving a friend of mine but no one's gonna be readin that.

    You lie! I would xD

  • When I was a kid I had to use my saved up Birthday and Christmas money for all my games, consoles and whatever else. Outside of my first Sega Master System and the Sega Mega Drive, I bought every console and PC I ever owned.

    My sister was in the same boat, and ofc we each had our own gamer tags. However when setting up an Xbox Live gamer tag for the Xbox 360, my sister couldn't afford her own Live membership, so I agreed to let her share mine... but there was no way on earth she wanted to go by my old cringe inducing Gamer Tag (I'm ashamed to say SniperBT) 🤓😒🤣

    So we had to come up with a unique name for both of us that we would be happy using. We both always liked horror themed games and films, as well as quirky stuff, and at the time we were both really into Timesplitters 2. My main was Ghost (Futuristic White Eyed Stealthy guy) and hers was Viola (a Notre Dame Jester girl), so I said "I dunno, maybe UndeadJester or something?"

    Naturally some jerk had already thought of that, so it became UndeddJester instead. Eventually my sister got her own Live membership, but the name basically stuck from that point on... far better than my old lame ass gamer Tag at least xD

  • @09SHARKBOSS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552804#Comment_3552804

    and buff it so it will break walls pallets and doors

    P.S. i meant real walls

    I did consider the idea of a charge like thing myself to be fair, but I can't think of many instances where Jason ever "charged". There has been some debate about teleporting around the character from F13p8, but I consider that bad writing rather than being a cannon ability.

    I did kinda borrow a little from Wesker myself with my suggestion, but the main mechanics I see Jason as focusing on DBD is:

    • Grabs (he regular wrestles people into chokes, snaps necks, slams faces, machete hits, etc, etc.)
    • Trial Interactables (Pallets, Lockers, Generators etc in the trial)

    My main thought for Jason is being able to slam a pallet down on a survivor... sadly I don't think that's enough to build an entire power around :D

  • My own shot at it:

    To my mind Jason would have to be a stealth killer variant, but he doesn't really stalk like Myers or GhostFace. I'd probably aim for something a little closer to Amanda's stance switching, but with some stronger anti loop so he could have a greater focus on being an aggressive chase oriented stealth killer... not far removed from the Wraith, but without the rapid map traversal.

    Jason has 2 stances, Hunt and Kill, Kill Kill stance, that he can alternate between any time. He starts the trial in stealth stance. It takes 2 seconds to transition between stances.

    Hunt Stance (Secondary Killer Power Button):

    • 4.2 m/s movement speed.
    • Gains the undetectable status.
    • Slightly stooped stance.
    • Terror radius disappears over 2 seconds.

    Kill, Kill, Kill Stance:

    • 32m terror radius.
    • 4.6 m/s movement speed.
    • Breaks pallets and walls 15% faster.
    • Can interact with pallets during chase to slam them down (Interaction Button). Slammed pallets that hit a survivor are broken, injure the survivor and inflict the broken status effect.
    • Plays an audio cue "Kill, Kill, Kill, ha, ha, ha...." upon switch.

    Pamela's Revenge (Killer Power Button):

    • Lunge attack ending in a grab.
    • +2.3 m/s movement speed. (6.5m/s from Hunt, 6.9m/s from Kill, Kill, Kill)
    • 2 second duration.
    • 0.8 second carry duration.
    • 3 second miss cooldown.
    • 10 seconds recharge.
    • Will grab the first survivor it connects with. If grabbing a survivor performing non-grabbable/no actions, will carry them (similar to Wesker). Not connecting with an interactable object will slam that survivor to the ground for 1 health state of damage. Survivors put into the dying state will be picked back up immediately.
    • Successfully grabbing a survivor off a window or totem will slam that survivor into the ground and pick up the survivor up immediately into the dying state.
    • Successfully grabbing a survivor off a generator, pallet, or locker entry/exit, or successfully carrying them into a generator, pallet, locker or breakable wall will slam the survivor into the wall, pallet, generator, or locker, breaking/damaging it in the process before picking up the survivor into the dying state.
    • Pamela's Revenge ends in Kill, Kill, Kill Stance.

    I'm trying to aim for a focus on using high walls and LOS blockers in chase to facilitate mind games around the rapid transition of the red light via his stealth stance. Using Pamela's Revenge is in effect a more power lunge with a longer cooldown on miss. It's like Wesker bound, easier to aim, but only 1 attempt.

    The hope is with it being available in either stance, Jason's main MO is to strike from stealth with a lunge for the grab instead of trying to sneak up close for a grab . He moves pretty quick as a stealth killer, but like Myers will be taller than Pig or GhostFace, so the danger is mitigated by him being generally easier to see.

    I tried to incorpoate an idea of him using the enviornment around him, and being a killer that can burn survivors resources in the process. His anti-loop is to basically force survivors to throw pallets earlier, by virtue of him being able to beat them to the punch... with the risk of if he gets it wrong, he cuts himself off.

    Not sure how well it would work... but slamming a pallet on a survivor is the most Jason thing I can think of :D

  • While it seems a good nerf on paper, Nurse would become the new Hillbilly. Too punishing to play for fun, too hard to play for the win... it'd totally kill her.

    Nurse is actually in a pretty fair spot, after her recent nerfs. Her issue is her counterplay is unique to her, so you dont get to practise it against anyone but her, so is really hard to learn. However any old school survivors will tell you that Nurse is pretty much fine nowadays if you know what you're doing.

    The only nerf she needs now is stuns should reset her blinks to zero. This would make Head On, Decisive, Flashlight saves and even those rare pallet hits actually do more than just swat the hornets nest.

  • I've actually found bots can be quite predictable with standard loops, notably shack. You can actually deliberately time them so they vault at the same time you turn back to give you a huge distance gain.

    You can also force pallets out of them pretty well on a lot of really strong loops, which can help a lot long term.

    That said until you work out that timing, or are on an atypical loop, yes, they are a huge pain.

  • I have been wondering for a while now if the issues people have with MMR is not actually a problem wiht the MMR system, but actually the issue of lobby shopping forcing the system to constantly account for backfilling.

    Definitely support the removal of character level in lobbies and only revealing on end game.

  • I've thought about this idea before... and the problems I forsee is fitting boons into the equation and set up time.

    If you make it so the killer has to place their hexes, you have to make it so that killers can see the auras of hex locations, otherwise you have killers looking for hex locations that can cause huge downtimes, so you need auras... The problem that then gives is if a survivor boons a totem, how do you hide the fact a survivor has used a boon from the killer, while also allowing killers to see totem locations?

    If the Killer can see that a hex totem is missing in the world, they know a boon is in play, and also knows roughly where it is.... and if they can see the aura regardless, they see no scratch marks left by Shadow Step or something and go "oh, that totem there is a boon totem". I suppose once hexes are placed you can remove the aura, but even then, the killer gets a readout of all the possible hex locations at the start, making boons even less useful than they are already...

    You also force the killer to spend time setting up the hex, which comes with the problems of natural slow down at the start, and then the possibility the survivors can see them set it up and you've now got an immediately pressured hex totem... The only remaining problem is if you take 4 hexes... does your action button place them in the order you've equipped them? Or do you have some ability to cycle?

    Might be fine to be fair, the benefits might outweigh the caveats... I guess you only need it for the more certain hex perks like Hex: Ruin, Devour Hope, Haunted Ground, and alike, whereas NOED, Plaything and Face the Darkness probably continue to work how they do now.

  • @Tzeff_NL_YOUTUBE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547075#Comment_3547075

    That was only one "stealth scene" in all the movie series. 😁

    DBD has already a lot of Stealth Killers: The Wraith, The Pig, Ghostface, The Shape. I don't think making the velociraptor also a stealthy killer would be justified...

    There is more than 1 Jurassic Park movie? 🤨

  • Had a game recently where for some reason the Sadako was determined to condemn Mori everyone. The old "grab a tape and hold" strat meant I was fine... in fact a lot of the time I deliberately ditched my tape so that I could use my item. Amanaging condemn was fine...

    I was last survivor standng, my Kate was slugged, and the only reason I got close to condemn was she hardcore gunned for condemn stacks after knocking my tape outta my hand... I managed to grab a tape from a TV to stop it with one TP left to go... and as she got close, I hopped in a locker... I literally sat there for for like 45 seconds with her staring at me, before don't a fast hop and back in again.... eventually another minute later she grabbed me out, let me wiggle free and tried to hit me again, but I made it to another locker...

    I had fun with it, and I was really trying to think why she was so determined to mori me... trying to think if there was an achievement or a challenge that required it that I was robbing her of (I'd give it up in this case), but I'm not aware of any... but the point was it prevented me from being mori'd, so you've got another layer if you really need it.

    As long as you don't keep W-ing to other TVs, which are at gens, I'm not sure how anyone really lets Condemn gets to high degrees... I still would like the global condemn nerfed to 0.5 stacks and have the old 16m condemn give 0.5 of a stack that goes through tapes. High level Sadako gains some pressure, brain dead Sadako loses some pressure.

  • Perk needs something for sure, cause it's absolute trash RN. This seems like it'd be nice.

  • Cause at the end of the day we're all chimp brains man, no matter how much we try to pretend otherwise xD

  • 5 would be fine, even 4 would be good. Perk has been given a sufficient number if conditions to be healthy as an anti tunnel perk.

    Some might argue it can be used offensively, but that's a gamble, as if the killer guesses DS, you remain slugged not doing gens, and otherwise is only good vs. Tunneling.

    Seems fair to me.

  • Since this thread has resurfaced, my modern opinion is Nurse's nerfs have actually left her in a good place now. With the switch of her blink attacks to special, and her range add-ons being reworked, she is pretty much fine imo.

    She doesn't have standard counters, but she has her own counters and mind games, which makes her harder to learn, as they only work against Nurse, but there is reasonable counter play for anyone putting the time in.

    You could argue the only one left really is to reset her blink charges when stunned so that successfully stunning her with DS/Head On/Pallets (somehow) actually means the survivor gets value instead of just annoying her before getting immediately slapped, but other than that, I'd say Nurse is in a pretty healthy spot.

  • @Hanuka5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550708#Comment_3550708

    Yes you are just trying to have "fun" right? Why do they call you bully squad? You are just haveing fun...

    boy oh boy you sound like a bully.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550668#Comment_3550668

    Why should people leave more on long time as they are suiciding now? People can allready give up, nothing changes. It now just takes longer.

    What would actually be useful is a specific report flag for Suicide on Hook and/or Feeding the Killer, specific for this purpose that also gives a DC penalty

    To see the difference between a "bad" player and a feeding player is basicly impossible. If you make that feature people will report everyone for "feeding" what makes it useless. You can allready report the people for "unsportmanslike" and write it in there.

    BHVR want the possibility to suicide as survivor, thats why the feature is in there. You could also easily avoid it by not making it.

    So I would encourage your suggestion as an ADDITION to the existing system, not a replacement, and still have a 0 tolerance policy for leavers.

    People are leaving the whole time but now they are just suiciding. If you make people able to leave, they would do it you could detect it and dont make em with awesome players like you are

    See this is where we fundamentally will continue to disagree, because you are very correct when you say that people suicide on hook/feed instead of DCing, and the reason they do this is the DC penalty. Where you are incorrect is you are changing the form of the penalty to a less overt one, and arguing that will prevent people suiciding on hook and feeding to isntead take the DC penalty. If you have ANY penalty to DCing, you will still have players who suicide on hook.

    My core argument is this game REQUIRES the players to commit to the game for the game to work, so if anyone tries to leave prematurely there are ruining it for the other players and need strong deterrents from doing so. You don't resolve the problems of people not playing a commitment game by allowing those people to leave with a less severe penalty. You are right people suicide to leave the game instead of DC, but my point is that you stop that from happening by punishing SoH and feeding, not by allowing people to DC with a less severe penalty.

    Unfortunately there is no way to detect it other than to rely on in game reporting, and that in of itself has flaws, because it's open to being abused.

    You'd need an intricate system that gives a weighting to a players reports, based on how frequently they report players for certain behaviors and how frequently that player is reported. Some kind of a trustworthy metric. Someone who always reports their teammates or opponents for feeding will naturally send in more reports than people who use it genuinely, thus have a lower trust score, and when low enough you can look at discounting their votes for being too report happy. You'd also need to account for the number of people reporting a person, if they are getting reports regularly then you drop their trust score as well.

    It would be hard to get right, I'm not at all saying it would be easy, but this problem is inherently hard to solve.... and simply removing the slap on the back of the hand to instead be stern talking to doesn't fix it.


  • @Hanuka5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550651#Comment_3550651

    The alternative is that you run (max) 3 times to the killer and let him kill you.

    You are misunderstanding the situation. The alternatives are not leaving or giving your best to win. The alternatives are leaving and get yourself killed on the next hook.

    If you really want out as a killer, gens can be done in 3-4 minutes tops with no interference

    And survivors like to finish gens without an enemy? I doubt it, just give them the BP for a full game and let em go.

    I mean as mainly killer i prefere a new game after 1 gave up and sacreficed on the hook. 1vs3 with 5gens is not challenging or funny or anything.

    So what you're essentially arguing for is short term pain of allowing people to ruin the odd games here and there, for the long term gain where people who regularly leave are put into a lobby together and only ruin each others games. It's not a bad approach, but it is a more lenient approach, that I believe will cause more problems than good.

    The fact that people can kill themselves on hook or run up to the killer and deliberately die to get out is a problem, but I don't think allowing them to DC with a vague looming threat of "you might get paired with other similar leavers!" is a strong enough deterrent on it's own, as it's not immediately clear that is what's happening, and a decent chance such individuals don't really care.

    What would actually be useful is a specific report flag for Suicide on Hook and/or Feeding the Killer, specific for this purpose that also gives a DC penalty if the user gets these reports enough times. It could be abusable by SWFs, so you would have to count reports from SWF teammates as a single report to prevent them just deciding to punish a solo team mate, and similarly scrutinise Killer reports. For every killer who does it benevolently, you'll have others do it out of spite.

    So I would encourage your suggestion as an ADDITION to the existing system, not a replacement, and still have a 0 tolerance policy for leavers.

  • The problem with leavers is this is an asynchronous match driven game that doesn't scale with player numbers.

    Game modes that operate on score like Team Death Match, Seek and Destroy, Capture the Flag, etc can operate with any number of players and have them drop in and out without the game at large being affected. However match based games do not work this way, they are predicated on the idea that both teams were full and going to play the game to completion.

    By joining the lobby you are 1 of the 5 players required to play, and by leaving you are removing 1 of those required players and ruining the game for everyone else.

    Games are typically no longer than 10-15 minutes. If you really want out as a killer, gens can be done in 3-4 minutes tops with no interference. If you really want out as a survivor, you can at least constantly try to aggro and loop the killer, and at least try to buy your team maybe 2 extra minutes of gen time before you get sacrificed.

    Leaving is extremely selfish and entitled, and has no excuse. You joined the match, you should have the good grace to commit to it, and if not, gtfo completely and don't come back.

  • Originally Jeff, because as a fellow tall metal head, he's the only one remotely close to myself. Though I have to wear his yellow face mask, cause otherwise I'd be stricken with massive beard envy.

    However now it's Kate, because thanks to her and an ill-fated scan through the cosmetics store, I have learned that I'm apparently a hopeless simp for black lipstick... a weakness I'm now trying to eradicate in myself with over exposure (though currently failing miserably)...

    IMG-20230826-WA0005.jpeg


  • Another way of remembering it, EW3 applies Exposed to all survivors.

    The Exposed Status Effect is a debuff exclusively applied to Survivors:

    • Survivors suffering from Exposed will suffer double-damage when hit by a Basic Attack, which immediately puts them into the Dying State

    So Ghost Face stalk attack also falls into the category of basic attack as well.

  • What's amazing is by aheer coincidence every single bug for the Xeno has been really quite subtle, and we've still not seen Xeno in a non buggy state since release 😅

  • Power Struggle it should work as that's a pallet stun... if it doesn't, I'd report that as a bug...

    Head On, no, cause that perk has plenty of counter play, and is already not as useful as other exhaustion perks without heavy build investment.

    The resistance to all stuns was nerfed off Enduring back in 3.0.0, as this perk would counter all the stun affects of any perks (and flashlights) even when they are not oppressive in the meta.

    Head On is not an unfair perk.

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