UndeddJester
UndeddJester
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Quite the argument.
I do see the OPs point, but I suppose my take is that EGC is pretty much fine as it is. As killer I find you're almost never gonna rely on the timer to help you anyway, and should never expect it to help you.
If you have a survivor hooked or downed, you're playing for their hook/bleed out timer to catch other players dead in hook, not the EGC timer; in these scenarios plot twist doesn’t help. If 4 survivors are up and are running for the gate, you're looking for a down, not the timer to save you... and if EGC is really that dire, plot twist has to be used with great care.
When the game has got to EGC as a killer, your fate is pretty much sealed unless you're running NOED and/or blood warden. Any kills/hooks you get at this point is a bonus.
It is a little goofy that plot twist can be used this way... but also pretty creative... but considering the only instances where slowing down the timer using Plot Twist specifically would actually do anything is when all survivors are up and the gates are open, I don't think we can blame Plot Twist for the result tbh.
The ONLY issue I could see is a player can troll with plot twist on hatch close, hide somewhere in PT and hold the game for quite a whack of time... but considering that is still probably a 4k, not too bothered.
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@Shaped said:
If they nerfed sloppy he wouldn't be annoying.
It boggles my mind how everyone thinks sloppy after healing nerfs is fine, but then again this forum is killer biased again.
As player who plays whatever is in demand (which Mon-Fri basically makes me a killer main in Europe), I'm still surprised Sloppy hasn't been hit yet.
I expected that to get nerfed pretty soon after the healing changes to lose one of the effects.... don't think the perk would be bad if it was just Mangled personally.
Anyway, on topic, I played Wraith after I'd learned the games basics, and found he dumps on newbies... at low MMR hes a bit of a pubstomp....
However a more experienced player with WoO slammed me in the face with pallets repeatedly. I couldn't seem to catch him... now I know I should have been running ahead and body blocking him at key points, but I still never feel like he's overly weak or overly strong.
Simple is not a bad thing... it becomes more about game knowledge if base mechanics are simple... I imagine if you're bored of Wraith, chances are you're kinda getting bored with most elements of the game tbh.
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@spit_085 said:
I never though about what I would want her to have additionally. This thread is a nice change from thinking about her being removed from the game.
The radar is one of the things I love about her, and that haste boost has been such a godsend.
I really like the idea of the radar scanning for scratch marks as well. I think it could be interesting if one of the drones could roam and pursue, or literally just roam and pick up on movement - I think it could also be interesting if the sweeping drone would become inactive when you get within a certain radius of that drone, ideally close enough to pick up on scratch marks or breath yourself; and that would free up the roaming drone to be repositioned later.
Another thing I'd like to see on the radar, or I would like the radar to do if there are changes to the amount of drones she has, is I would like it to act as it's own drone, letting me know if there is someone in my terror radius and where they are relative to me when I'm not in chase, or when I am standing still. fGoing on what you were saying about the claw traps, I feel like they could be more interesting, maybe have prolonged timers if there's a missed skill check while they're active, or all survivors within the claw drone radius being claw trapped so that there is more chase, or the claw trap switching to another survivor within a given radius.
Sorry if none of this makes any sense. Sleep deprived.
Focusing on the claw traps seems to be a good direction for her power. Combining some effect with DaddyMyers idea for having drones that lock-on claw trap you gives a lot of potential I feel.
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@DaddyMyers_Mori said:
Just don't make drones follow anything. We have guards and zombies. We really don't need this boring copy/paste approach.
I have seen it many times and still hate it.
I want to focus on claw traps, that's kinda unique to her.
What's possible to improve:
Stealth - short delay and longer lingering would be nice
Claw trap - I have seen nice idea about increasing lunge, but increased movement speed or hindred for survivors would work too.
Active drone - you can basically use purple addon to make survivor hindred
How I would change her to nerf 3-gen.
-Basically lock on will disarm the drone. You will get claw trap + exposed status effect.
This allows survivors to basically instantly remove drone on gen, so your teammates can work there. You also don't care about it while injured and teammates can take a hit.
- Skull merchant can't use drone in same area 10 seconds after it was disarmed.
So you don't just cycle drones effectively.
-you still can't disarm drone with claw trap active, but make it so other survivors can. Drone gets active, but possible to disarm.
- if you are in active drone radius with claw trap, Skully gets extra movement speed, you basically count as 2 at that moment
That's basically so there is reason to use drones in chase against survivors with claw trap.
I like the idea of locking on disarming the drone, like it's successfully attached itself to you for the benefits of the claw trap.
My own thought process was removing the active drones AoE detection effect in preference for an enhanced version of the scanning effect. The drones pursuing idea was a thought process of being able to lure the drone away from a gen. This chase idea was doubling down on the scratch marks and sweeping detection method, but this idea of having the drone attach itself to you as a claw trap for lock on achieves the same goal.
One of my main consistent thoughts as to why 3 gen is busted for her is the fact drones have perfect AOE detection AND they start as active... this means she starts building lock on immediately over the generator. So that's something I was trying to tackle, but good things here. Cheers!
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It's a tough call, it is frustrating to eat pallet after pallet as killer, but the issue isn't really with the perk itself... it's more of a map rng issue.
WoO is only really a problem when a whole load of pallets are spawned in large numbers and in close proximity to each other, so survivors can just easily chain pallets and loops together....
However on the flip side, if you get very sparse pallet spawns and/or poorly connecting loops, then the perk doesn't really help you much at all beyond knowing you've got very few options around you.
It's a tall order for map RNG to be made complete fair in all scenarios, especially when you have lots of killer powers, perks, add ons, tiles, gen spawns, etc, etc, to factor for... so nerfing WoO would be the easy choice... but not the right one.
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@nikodemo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500806#Comment_3500806
Well, my feedback is that's lame and boring. :P HL is by no means a top tier perk. it needs all the utility it can get.
I would imagine the idea is to fix the bug, monitor the perk now that it's usage/success isn't inflated by the effects of the bug, review and buff accordingly. Seems a sensible approach to me.
A more interesting question I feel is how you would buff it?
Is it good to have it hyper tied to a unfun playstyle for pig/doctor? Probably not...
As a skillcheck related perk it's hard to gauge value, as low MMR will get brutalised, and high MMR may see little to no effect.
It's a hex perk tied to skillchecks, so you could get literally nothing from the hex if it's cleansed...
So to make it more generally useful you hit other issues.
Buffing the reduction on the timer is not really an option as human reaction times become pretty much moot after a point.
Buffing the regression effect again disproportionately affects low MMR vs. high MMR.
You don't want to overload its description, so do you swap out additional regression for something else? If so, what?
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To Keep:
- I really like the scout drones. The sweeping sensors that I have to Metal Gear Solid my way past has the potential to be really fun. I'd really like to see a stronger version of this for active drones.
- Her radar is really cool when you get to genuinely use it, it's an imperfect tracker, a bit like the GTA direction indicator that gives you a direction, but not an exact location, and helps you get in chase.
- The improved haste on sensed survivors is a good effect, an attempt to encourage her to try and detect multiple survivors and be in chase. If this can be retained while reducing her 3 gen power, that's great.
To Add:
- Her active drones perfect detection in a radius is part of her 3-gen issue. I'd prefer doubling down on the survivor stealth elements and have drones pursue survivors, chasing with faster sweeps to continue to pursue and build up lock-on on the survivor. This provides small windows where a survivor may be able to time the sweep and avoid lock-on build/lose the drone.
- Her radar is too situational and trumped by her killer instinct effect, so SMs push more for that instead and largely ignore the radar. I'd like to see the radar be more prominent. Maybe it can have a marker for scratch marks too as it sweeps in its sensor radius? This would mean survivors have to walk to avoid detection completely, or run to avoid the drone, at the risk of being seen by the SM radar.
- Instead of breaking pallets (which feels random to me), I'd prefer claw traps do something more interesting, like create a breakable chain to the window/pallet that consumes a block of charge from the claw trap battery.
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This was a cool series.
I'd laugh my ass off if Nemesis got zombie skins as such.
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@MrCrowBard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500045#Comment_3500045
£200 including shipping and tax. Ouch! That's hard to justify. Hopefully somewhere in the UK gets copies to sell.
Yeah sadly L99 is a US based store. Sadly they're still a pretty small company so haven't branched out to have a European distributer yet.
To give you an exact cost, its
- £103.00 for the CE
- £27.00 in tax
- £32.00 in shipping to the UK
Total: £162.00
They have said they'll only be supplying via their Web store, and they have said they MAY stock it in future.... but their current stock is left iver from the Kickstarter
So yeah, that'sthe risk you run... but that's the exact amount you're looking at it you want a copy.
Assuming no additional charges when it arrives in the UK ofc...
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500040#Comment_3500040
On 7.0.0 PTB End Transmission MFT and For the People could work together. After testing before it hit live servers they adjusted it so they wouldn't work together on 7.0.0. LIVE:
https://us.v-cdn.net/6030815/uploads/VPZOUW09RG3G/image.png
https://forums.bhvr.com/dead-by-daylight/kb/articles/392-7-0-0-end-transmission
But now we have Buckle Up which is actually stronger since it applies endurance to both survivors and it works with For the People since it counts as picking someone up the ground and not a health state. Both the picked up survivor and the person who used For the People will have endurance for a long time.
Which is kind of weird because they made sure MFT wouldn't work like that because it would be doing too much. But functionally stronger version of it made it to live which is Buckle Up.
Oh Duh!
The endurance effect. Fair, I'm an idiot. Cheers for clearing that up for me xD
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@Sadako_Best_Girl said:
Wait, it ALREADY released?
Yeap, Kickstarter shipment was in April, stock was in stores end of June 🤘
The Collectors Edition is pretty hefty at £125, plus shipping. However you can pick up the Standard Edition for about £45 from most places, usually with pretty cheap or even free shipping.
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Just a public service announcement!
Anyone who wants a copy of the Collectors Edition, level99 has it IN STOCK NOW!!
It may not be available much longer, as I believe these are left over from Kickstarter, so if you were thinking of grabbing one, they are available as a limited supply:
Death is not an escape. The hit asymmetric survival horror game comes to tabletop! Take on the role of a ruthless Killer or a resourceful Survivor as you navigate sinister trials. As a Survivor, plot your moves, coordinate with your allies, and repair generators to power the exit and escape. As a Killer, anticipate th -
Pardon my ignorance... by how does FTP not work with MFT?
I went looking up the perks to check what you were talking aboit, and i cant see anything that describes MFT doesn't work with FTP... but I'm actually looking at the descriptions of FTP and Buckle Up and I now think that the 2 working together might be a bug...
The trivia section for FTP states:
"For the People is a Health-State Switcher, meaning it tells Dead by Daylight to instantly change your and the other Survivor's Health State to a different one.
- This switch is not considered a Healing Action by other game mechanics or other Perks."
For the People is a Unique Perk belonging to Zarina Kassir .Prestige Zarina Kassir to Prestige 1, 2, 3 respectively to unlock Tier I, Tier II, Tier III of For the People for all other Characters. Quality of Life: added a Score Event for using the Perk. Buff: reduced the cool-down durations by 30 seconds across Tiers. Activating For the People will trigger any Perk that has "injuring a Survivor by any means" as an activation condition, as trading your Health State with another Survivor transitionBuckle Up states:
"Whenever you finish healing another Survivor from the Dying State to the Injured State, Buckle Up applies its effects for the next 6/8/10 seconds."
Buckle Up is a Unique Perk belonging to Ash Williams.Prestige Ash Williams to Prestige 1, 2, 3 respectively to unlock Tier I, Tier II, Tier III of Buckle Up for all other Characters. Buff: increased the Aura-reading duration from 4/5/6 seconds to 6/8/10 seconds. Buff: now provides the picked-up Survivor with a 10 % Haste Status Effect for the same duration as the Aura-reveal effect. Change: no longer shows the Recovery progress through Aura intensity, as the Survivor Activity HUD now shows RecovThese 2 points contradict each other... Buckle expressly states healing a survivor from ten dying State.... FTP expressly states its a health state swap... not healing. I may actually raise this as a bug in the bug reporting section...
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I do agree with trying to mitigate the power difference between SWF and SoloQ.... I have pretty strong opinions on SWF, however to keep on track, I want to slow people down a bit, as I for one really like soloQ.
There's a creeping dread, intensity and nervous uncertainty I dont feel in SWF... the fact my opponent is human intelligent makes this game really intimidating sometimes (and frustrating ofc).
While I do want to buff solo players... I dont want to flood them with basekit buffs to bring them to SWF comms level, because that imperfect knowledge for your decisions is part of the skill expression for solo Q and is one of the reasons the atmosphere is so good. If my whole screen is illuminated with aura reading all the time, the game loses something.... and the value of acquiring that information requires taking perks that protect me more directly out of my build.
Ideas I've liked thus far are:
- Allow survivors to share their perks in lobby.
- More gestures for survivors to help non verbal comms in game.
A lot of people suggest Kindred basekit, and this I'm not so sure. Pure information perks can be quite powerful, and Kindred is no exception. That's why a lot of Solo players and casual SWFs run it. My issue with it is as stated above, it removes the element of sacrifice in your build for that information... and encourages everyone to take more selfish, self preservation perks, and samey builds.
I personally want to incentivise people to play Solo Q more, imo Solo is how the game is supposed to feel.... so I'd be very wary of buffing aura reading into survivor kits.
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My honest feeling is you can't really have any kind of level select system where there aren't gonna be people who are gonna try and screw with the other side by sending them to the most annoying place they can...
However, I do feel like you should have some kind of level select system. With there being various objectives/challenges in DBD that hinge on maps (such as achievements, tome challenges, dailies for killers/actions that are highly map dependent, etc, etc), you do need some kind of method of going where you need.
I don't feel like DBD is a game that lasts long enough most of the time to get really upset about being sent to a particular map. If you're a Killer, your issue is usually the game not being long enough, and if you're a survivor, being incredibly risky will get you killed fast.
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@biggybiggybiggens said:
I would agree with this so long as they also make slugging for the 4th not possible. No reason why I should have to have my time wasted on the ground just because the Killer is feeling themselves and wants 4 kills.. Especially when 3 kills is a win... Why do they need a 4th?
Adepts usually in my case... please don't make those even more painful 😅
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I dunno, I think you're underestimating how much of an effect 2 additional health states can be throughout the game in the hands of a good looper. I tend to throw dead hard in when I need an exhaustion perk that I know I'll get value from even, if everything else in my build goes wrong.
My only change would be, since it does have exhaustion... make it so my stack isn't lost if the Killer misses.
I'm already exhausted, and the perk doesn't increase my movement speed briefly like it used to, so the Killer intentionally whiffing still means I will easte it and likely get caught... but if I do escape, I should get the damned thing back 😅
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I suppose the reasoning behind not allowing new Survivors is the potential for bugs like cosmetic glitches, audio issues, etc, etc.
Like if a skin bugged out and made the torso invisible or something, that'd be a problem. I guess the 2 weeks is there to be reasonably confident any issues would be known.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497619#Comment_3497619
Well, WGLF already does that.
Its current iteration is fine, it just needs to not work with FTP and it will be perfectly balanced.
Oh yeah, I forgot about that change. Cheers for keeping me honest 🤘
Making it so Buckle Up doesn't work with FTP in its current form though is hard to achieve... you don't really want to be introducing exceptions and branches in mechanics if you can avoid it, especially when both perks are working as intended.
The issue is individually they may be fine, but combined they are problematic due to the power of endurance... I did roll with this change because I forgot about WGLF... but now I'm thinking BU is stepping on it and Soul guards toes.
Tbh, I'm not sure why they didn't just make Buckle Up give an even bigger speed boost (say ~20%-25%) to one or both players that actually genuinely helps the downed survivor get away. 10% was still slower than the killer, so didn't do crap...
Making it a potential speed boost does take it back to being niche, but it fits the perk and a none exhaust haste which can outrun the killer for a time could be pretty clutch, while also allowing a Killer to react and catch 1 of you if you try to do the FTP combo in their face.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496733#Comment_3496733
I believe most do once they realise they can.
For me it was trying to break Pinhead chains while also pulling down a pallet that encouraged me to actually look at rebinding my controls... I was quite mad xD
In any case, this combo is pretty gnarly.... I remember seeing Buckle Up getting the endurance affect for both players, and that seemed a little too strong on its own...
Just making it the picked up survivor would be more than enough to make it good imo... the fact the Killer can't come over and instant down them again is already value...
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@BugReporterOnly said:
The problem is the misogynistic, racists, homophobic people will say things to people in chat. They just need to fix it so things like GG won't be blocked.
@DY86 said:
Never gonna happen bud. Companies tend to do this to avoid toxicity and bad press.
It doesnt reflect well on BHVR if they allow u to say racial/homophobic/anti semitic slurs without filter. And its not worth it to devise a system to not filter only a couple words
Playing Devil's Advocate as I'm on PS5, so everything is silent for me anyway... xD
However isn't kinda on the individual to decide if they want a filter on or not though? To manage what chat messages that they see?
I mean sure, I don't like people saying any of these things ofc, but shouldn't it be my decision as to whether or not I want it censored? Especially as taking offense to something is subjective to the individual. You can have the filter on by default sure, but I should be able to turn it off if I desire, surely?
For example, how can I ever assess whether I want to try and educate, challenge, or just ban/block someone if I can't even tell what they're saying?
It's especially ironic considering a number of voice lines from Nicholas Cage himself contains swear words... 😏
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There are quite a few tools/strategies to get out of being hooked... flashlights (and all derivatives), sabotaging, pallet saves (or the treat of to force longer paths), body blocking/protection hits., perks like Breakout, etc.
All of these options require survivors to work together to achieve, and are all the product of survivors playing well.
More often than not, the Killer should be getting their hook, and it's not often a survivor gets saved if the killer controls the area well... but wiggling is required for some of these saves to work, and it happens enough that trying to wiggle free is always worth it imo.
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I can see what you're trying to do, having the Reverse Bear Traps stay a constant factor throughout the game... but I think you're gonna have a balance nightmare here...
1) Strict Game Time = Strict Gameplay
Firstly this puts a pretty strict timer on the game and forces survivors to pace in line with bear trap timers. If a survivor wants/needs to be stealthy (such as if the Pig is camping, or the map is very open), or they want play as a team of 2 or 3 to make saves and distract while 1 is repairs, or they want to set up a safe zone with boons and play a slow paved game... the survivors can't really do that, as there is this constant lingering timer on them that they have to factor across multiple minutes, rather than 1 immediate effect they have to deal with as a result of being caught.
They're basically forced to 1 style of gameplay, which is ultimately to try and get as many gens going at the same time as possible, and really try not to pop any until others are ready to go. This makes it boring for survivors, but also it becomes really hard to know what timer to set. How hard should it be to manage your timer at low MMR? At high MMR? How do you handle SWFs?
You greatly run the risk of having the timer be too punishing for lobbies, and barely an afterthought for high skilled players.
2) Prone to camping and low chase commitment
Every gen pop, every single survivor gets a active bear trap.... this is enormous pressure for the Pig, as the Pig doesn't really need to catch anyone during this time, she just has to interrupt and slow the game down long enough that the survivors start getting into a hopeless situation.
Simply taking gen slowdown perks and then pushing survivors off boxes places constant pressure on survivors, and they will have to win this battle of wits I would guess at least 3 times to get out. If you've gotten to 1 minute on your timer and only 3 gens have popped the game is already over, it's basically impossible for you to get your trap off. Even if you have it disabled and both gens gobatvthw same time, you still aren't getting out the gate just because of the time it'll take for you to walk to boxes... and if the Pig proxy camps, you're even further screwed.
3) Amplifies RNG elements to unhealthy levels
Having to manage your head trap multiple times throughout game will magnify the RNG nature of the headtraps, which was one of the more troublesome elements of the Pig until it was changed.
If the survivors get unlucky with their head trap rng on the wrong players (as in those that go to disable early get short checks and those that linger on gens get long checks), then the Pig does well not through any real skill on her part, just a fortunate roll of the dice. On the flip side, if it goes the other way the Pig doesn't really get much of her pressure... again through no fault of her own, just the roll of the dice.
This was something that was reworked on her kit to reign in the wild swings in her performance the RNG of the old versions of head traps... and the current version mostly has her game rather consistent now... I fear this change will bring the wild swings back.
It's a cool thematic idea, but I think you're going to have a really hard time balancing the wildly fluctuating RBT timers while The Pig is also running interference at various MMR levels. I'm not trying to dump on tbe idea, but trying to set a timer that works for all levels of play I think would be impossible.
Personally I would like to see Tampered Timer not quite so strong (it can really mess people up on the RNG), and the Pig's chase improved more. The crouching speed add-on buff was excellent... I'd like more of that kind of thing given to her myself.
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@EvilTwin said:
from a killer standpoint I really like the idea and it would make her play a little more like old Sadako who was loved by many killer players.
However, the 0,5 global condemned isn’t enough to lower her killrate in solo q/low mmr. It would just mean they are all dead at 3 gens instead of 4. It is fairly easy to keep your tvs turned off and deny newer players from picking up tapes, that is if they can find an active tv in the first place before it’s too late.
I believe the best and healthiest option would be to scrap this rework. Bring back old Sadako and rework iri tape and ringdrawing(the main thing that made survivors hate her) and buff her tv cooldowns. Perhaps make all her useless addons actually worth using.
I doubt the devs even read or care about any of these posts though. I saw so many well written and thought out feedback since the ptb. Feedback left by people who really understood and played her. Most of the feedback predicted exactly what would happened if it went live - newer players would get demolished and Sadako would struggle even more in top mmr.
Many Sadako mains spent HOURS writing the devs this amazing and constructive feedback but the devs didn’t respond to a single post. Not a single word. The lack of transparency from the devs is actually quite upsetting. Hell, they never even explained the reason why she got reworked in the first place. What was the reason behind Reikos Watch nerf btw?
I full heartedly believe the devs doesn’t really care about what any of us write on here unless it’s some game breaking bug. They only seem to make changes based on statistics and not actual player feedback from the people who have spent thousands of hours on a single character and probably understand them better than the devs do in practice.
I might be wrong about all this but how can I know when the devs are completely silent.
You're not wrong tbh regarding low/solo players still struggling, but I think after she's been out a while, majority of players will catch on to grabbing a tape early. They'll see other players do it, and it'll become more common knowledge... its not quite as complicated as trying to learn to loop at Z walls on the edge of the map vs. Nurse.
I think this change is healthy in general though... it at least slows down the snowball to give a chance to realise "Oh crap... maybe I should grab a tape...". Plus it opens the door for other potential number tweaks if needed, but the core principle of skill over dumb porting is a good move I feel regardless.
Overall rework considerations:
The issue really for low MMR players is whereas before the correct answer vs. Sadako was to NOT grab a tape, and let her shut down her TVs herself for the extra 40secs... this meant someone who was oblivious was actually doing the right thing by accident... which probably did need to go xD
With the changes, she is now like the Cenobite really. Low level players don't know how the box/tapes work, and the snowball potential is really high... so they get crushed by it. Thing is a good player can resolve the box for the team, but vs. this Sadako you are forced to managed your own condemned well... and noone can help you do it xD
I suppose the question is, how much slack do you wanna give to players about ignoring side objectives really? I mean even the Pig's power confuses a lot of low level players, and I think you'd be hard pressed to say the Pig should not be made more viable at higher MMR because low players can't gauge a timer to their death.
I suppose my point is, everyone keeps saying survivors need more to do than just gens... when a Killer (who doesnt excel in chase) makes you do side objectives, I don't think the solution is to kill the side objective (old Onryo tapes were a minor inconvenience most of the time unless Sadako was a teleport God). Overall I see potential in this rework... I don't think it should just be scrapped 😏
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It might be a little too niche without the ability to loop while not looking at the killer and still having info... although it does have good use against perks like Tinkerer and Dark Devotion as well, and of course anything that afflicts the Oblivious effect. You likely won't see it's value every game, but it will come up now and again.
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One of my favourite perks tbh... if I see no one, I know people either have Distortion (rare for a full team), or they are all nearby, so check nearby gens, and be wary of sneaky unhooks or crazy plays.
Not really sure why it would need a buff... it has plenty of strength, with a reasonable trade off, and does its job very well... I'd rank it easily an A tier perk personally 🤔
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I put gen rushing in the same camp as slugging. I don't see it as something you can critique, because people are doing what they're supposed to be doing... I think (as a Pig main) gen rush is a lamentation of weak chase/low mobility killers who naturally struggle vs fast gen progress and they get salty about it (I know I do).
Fact is, if you don't push survivors off gens, they will take the gen, just like if you hover nearby for a save and /or don't scatter when I down your teammate, I will hit/down you too if I can.
The big issue as I see it is skilled coordinated teams taking the best gear/perks can melt gens and run a less optimised killer ragged. Similarly the skilled strongest character killers taking the best addons/perks can mow down less optimised teams before they can even breathe.
The reason I think people fall into complaining about "gen rushing" is the game is balanced around SWF, thus coordinated teams totally crush killers who rely on confusion, disarray and survivor mistakes to win (mostly the set up / stealth killers), who tend to get badly hurt by comms... so instead the Killers with strong chase and map presense tend to be the better choice because comms doesn't really hurt them... knowing a Blight/Nurse/Spirit is coming doesn't help anywhere near as much compared to knowing a Pig, Ghostface or Trapper is coming...😏
But that is what it be... chase AND map presense is king... and if you try to make that not the way it is... you get Skull Merchant ;)
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She seems pretty damned scary...
I think you're game plan is to work in pairs, having 1 person on gens, the other disabling her TVs and removing condemn, then switch... then just loop well when needed to avoid getting merced...
But yeah, she looks pretty nasty for soloQ and lowbies... like me 😐
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@Dwight_Fairfield said:
Did you earn these trophies on the PS4? If so they carry over onto the PS5 now. It's in the patch notes.
Likewise, same as Sleepy, I've never owned the ps4 version of the game.
My guess is the ps4 trophy progress transfer to ps5 feature is incorrectly identifying people who have only ever played on ps5 as being ps4 players.
As such it combines their ps5 progress with their ps5 progress, doubling their trophy counts... and it never disables, because there was no ps4 version to fully complete the sync against, so it keeps being applied.
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I read this title and my brain said:
"So the bots... you programmed them... I came...."
Then the thread turns out is actually about Pinhead xD
"Your suffering will be legendary, even in hell!" 🤣
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Opening and closing the game doubles your progress on your trophies from my own test. I only signed in once, but I knew roughly what a lot of my progress values were, and most of them doubled.
Shame I didn't hit a single 24ft axe until now... I don't wanna cheese trophies, but that one can do one xD
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To anyone wanting the CE!!!!!!
I just got an e-mail, IT'S IN STOCK NOW for a limited time!
Put my order in! GO GO GO!
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No definitely a bug. My progress on trophies hs doubled. The ones over half completed.
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Just signed in 5 minutes ago and curiously had a bunch of trophies pop: -
Halloween Chapter:
- The man behind the Bush
Curtain Call Chapter:
- Whiffing to Success
Darkness Among Us:
- Dismantle
They were all trophies I had pretty good progress on, and have aftrr a scan through the highest numbers I believe... so it seems you have it nailed as to being ones you need an entry on. It might be related to the trophies you have most entries on at sign in time (I don't want to sign in and out to test more).
A shame it wasn't Evil Incarnate of Skilled Huntress that popped... I wouldn't have minded seeing them go xD
EDIT:
Upon further inspection it seems to have actually doubled a lot of my progress on trophies. That's why these ones I was further along popped first, cause I was over half way.
This also explains why Trophies without progress remain at 0.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492670#Comment_3492670
holy hell that is some mental gymnastics if I've ever seen them.
I liked to buy the DLCS on steam, it's was the way I prefered to do it. I liked having them in my steam library and now if I want to continue that I have to pay extra, for content I do not want. I should not be forced to buy a 3rd party currency to buy something I used to be able to just buy from my prefered store
I appreciate the baseless accusation, it just goes to show you can't actually defend the practice. Grow up.
Excellent, finally you said it.
It isn't that it's COSTING you more, it's that you personally have a preference where you don't like buying in game currency. That is your complaint, and not an entirely unreasonable one. I personally don't see a difference because virtual content is virtual content, you never own any of it. You merely rent it, but I can see your point.
However my point is, "greed" is not a fair criticism here. There is nothing in you statements thus far, that justify calling BHVR greedy. You are being forced to use a currency system you don't like. That should be complaint.
Apologies for the accusation, however it was getting frustrating getting what you actually meant out of you.
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It was removed because its pointless?
If you can buy 500 Auric Cells, and the DLC costs 500 Cells in the in game store... why put a separate pack on each platform store for the same value?
You keep saying you don't have a choice but to buy the DLC with extras you don't want... except you can buy the DLC... with Auric Cells... for the same price the DLC for just the character would have cost...
Thus far your complaint is "I only want the character, but I want a stea. store item just for that character so I can buy that from the steam store, because I don't want to use Auric Cells for some reason"
I'm beginning to wonder if you're trying some kind of steam refund trick, and can't do it Auric Cells.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492639#Comment_3492639
I've already explained it
BHVR has taken away an option from the consumer that was always there (Buying the DLC on steam for the same price). Now, that is not a thing for this DLC. You are FORCED to buy auric cells if you don't want to pay extra for content you don't want.
That is my complaint.
Yes, but why are Auric Cells a problem?
You are still using your steam wallet for it regardless, my question to you is, how is £3.99 steam pack for Auric Cells different to a £3.99 Nicholas Cage steam pack in the steam store?
You are still paying for virtual content that doesn't exist outside the game either way.
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Not to be a fan boy leap to defence, but I'm genuinely having trouble understanding your complaint.
You either buy the package, giving you the extra content at a heavily discounted rate (most costumes are about £8.20), or you pay £3.99 for Auric Cells and buy just the character using the games premium in game currency.
You've said having to use Auric Cells is a problem, but not stated why. How does it differ paying £3.99 for Auric Cells and buying Cage with those, in gsme vs. paying £3.99 for pack in the steam store labelled Nicholas Cage?
To label it "greed" when there is a clear straight forward method of buying the content at the same price as other similar products, and also offering a version with some extra content added in at a reduced price is rather disingenuous.
You need to explain your issue.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491737#Comment_3491737
Yeah you're not seeing the problem.
Sadako has NO WAY of knowing who has a tape and who doesn't. The small risk of maybe getting 2 meager stacks of condemned is nothing compared to the huge reward that is knowing you cannot be condemned by any means until she finds you to which you can run and put it in the TV next to you(You'll have plenty of time if you hold W the second her lullaby appears on screen).
Doesn't you using your teleport and seeing a survivor not getting a condemned stack tell you who has a tape?
I'm not arguing one way or another, but I thought that was the point of the global condemn was to force grabbing a tape for protection, but with the risk of getting 2 stacks and the tape destroyed.... if Sadako teleports immediately after hitting you, that's 2 plus another 3/4 right out of the gate... and in 10 seconds if you don't grab another one, you're on 3.5 (half) condemn...
If she guesses your target TV then, she can port there, chase and down you, and now you're on hook with 3.5 condemn, with a need to heal after the unhook, and with the healing nerfs that takes time... while she is still porting around every 10s adding even more condemn... seems like could get pretty nutty pretty quickly...
Or am I missing something?
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I'm surprised at people constantly saying Singularity is weak... I don't own him as I haven't unlocked him yet, but every streamer I see seems pretty nasty on him, and playing against him, I find it really challenging as a solo to keep ahead of him. He seems high skill, high reward far as I can tell.
More often than not I'm trying to get the most value out of my EMPs as possible, removing my infection while also hitting another survivor or a pod. This naturally causes me to waste time trying to find good times to use my EMP. If he has a pod placed with good vision over a gen, I don't really want to blow an EMP to disable the pod cause it doesn't disable it long enough to finish the gen, but even if I do, he can still see me, and manually come over to interrupt me... he has decent 3 gen potential just from his ability to monitor whenever he likes.
The infection and lock on tends to also introduce gen slow down, as you don't want sit still when the reticle pops on you. I don't believe you can pop your EMP before he charges his TP, so just tapping a survivor with it is off-putting and making the decision to go back to that gen can get a EMP blown, only for you to rush there yourself.
What nails me more often than not, is once I'm infected, once he gets close, he chases after me and it feels like he has a machine gun arm trying to shoot me for his TP and rush, and getting away at that point is likely not happening... both pallets and windows don't do bugger all xD
I have fun vs. The Singularity, I've played against a few that seemed pretty oppressive, constantly causing me and my team issues... but in fairness... I'm probably just bad xD
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Response
I don't think that'll work... 10m from every hook is pretty monstrous coverage, in some maps you'll see everything at all times, at all ranges... it'll be like bbq and chilli on crack.
Perk Intent
I think everyone is getting hung up on the idea this perks is an info perk for working out where to go next... If you look at the perks history, I don't think that was ever the primary intent. Sure sometimes it MAY help you choose a hook to head towards if you spot a survivor on a gen near a hook, but that's not its primary purpose.
This perk is primarily to combat/get info on people saboing/body blocking your hooks, so you can decide to go to a safer, but potentially further hook instead. This was kinda weak ofc, as you can usually guess/see whether survivors are trying to sabo/bb you more often than not (if they even try), and if you're that worried, agitation or iron grasp would probably help you more, both in this scenario and in general, so using a perk for it is a bit of a waste.
With the aura now being a larger radius on the scourge hooks, the scourge hooks will be more likely to pick up a spot on a gen, and ofc if a survivor is even remotely nearby your scourge hook, you'll know. The point is, scourge hooks typically required a longer walk and bigger commitment to reach. Knowing early on a survivor is trying to beat you to it basically ensures you have information on someone potentially waiting for you to commit to sabo it, so you can instead take an alternative hook if needed.
Why it's still weak
This ofc does mean you need another really strong scourge hook perk for that to really be worth the investment of a second perk slot... this is the perks primary issue, without another strong scourge hook perk, you don't have a reason to want to hook on a scourge hook... which makes this perk a highly map rng dependant, kind weak, aura reading perk....
Possible Buffs
With the intent of remaining on brand for a "Hangman's Trick", some kind of weak effect should be added to avoid overloading the perk, but still give a reason for killer to gp for the hook on it. Some buffs to consider may be:
- The hooked survivor is blinded (can't see teammate auras, thus can't comms as easily where the killer is/going relative to other survivors).
- The scourge hook cannot be destroyed, and comes back instead of being permanently broken when sacrificing a survivor, and sabotaged scourge hook respawns are 50% faster (including Breakdown) to allow the killer to drop and chase and still potentially hook.
- Saboing a scourge hook causes 20% Hindered for 6 seconds.
- Unhooking the survivor is 75% slower off the scourge hook (This might be good with the unhook grab being removed). This helps to ensure you can land the hit on the survivor you actually want if they try to unhook too close to you. (Good Lord... I made facecamping Bubba worse... xD)
Regardless, it needs some effect to make this scourge hook itself appealing for the killer to use with just this perk....
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491241#Comment_3491241
It's been a couple months sense we have played but we definitely read it several times. Also I wasn't the one reading them directly but the board owner was reading aloud.
I was literally hitting someone and then blight powering back for a down.
Ah you are right, page 15.
Pick Up - A Wounded Survivor:
If the survivor is wounded, the Killer picks them up. Then, the Killer attempts to sacrifice them.
The Killer cannot pick up a survivor that was wounded this round.
...
Seems I missed that one... seems rough to keep up for Trapper in that case... though maybe this is also on brand 🤣🤣🤣🤣
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At some point I started finding it a lot of fun as killer to play properly down to 10/12 hooks, then trying to get the last 2 survivors to trust me.
There are some that will get it, but there are also a number who will sprint away and keep running at all times, no matter how obvious I make it that I'm friendly. The games of charades actually get weirdly fun xD
It's like I downed you and let you wiggle free my dude... I'm free standing in pallets to give you pallet stuns... I'm meleeing gens and standing over your teammates face... I'm trying to let you go, stop running and do a gen you fool xD
There have been a few cases where a survivor has been that adamant to remain hostile... I ended up having to finish them off and be friendly to only 1 survivor for a 3k. I've had other survivors suicide on their second hook, I assume to be altruistic, even though I made a point of not killing the other survivor on 4 occasions... I really tried to be trusted...😔
I even got teabagged by the last survivor, even though I let them go like 3 times xD
This game is weird xD
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@Sava18 said:
Yes, my friend bought and all 5 of us play together once in a while. It's fun. First game I won as blight by the skin of my teeth, but only because we didn't yet know you couldn't hit the same survivor in one round.
I haven't seen that in the rulebook... dont suppose you have a page reference?
If you correctly guess a survivor will stop in a space and you move there and use wait, surely you deserve to be rewarded accordingly.... if you burn 4 tokens for a bonus turn to do it, not only do you need the right cards left in your hand, but it costs you A LOT of resources...
I can't see how the Killer is meant to keep up if you can't hit the same survivor twice in a turn? Seems like an unnecessary punishment for great prediction imo 🤔
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The only thing I'd like to see for Adrenaline is to open up its versatility, and instead of the 5sec haste boost to instead recover you immediately from exhaustion.
This does mean you don't get the ridonkulous 5s sprint, but instead you get to take your exhaustion perk of choice. It still needs you to activate your perk to get your boost, so it does slightly reign in the massive sprint away it has.... so seems a nerf that actually makes the perk more fun and interesting for survivors.
For a typical Adrenaline effect you could then take SB, but this change means you have more potential for creating more nuance in your build. Though I suppose this does create the issue where survivors can potentially store their exhaustion perk... so this might actually be a buff in disguise 🤔
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Adepts are a thing. Just saying.
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@Nazzzak said:
Mine hasn't even been opened lol I have no one who wants to play it with me
@GingerBeard said:
I have the CE, but sadly haven't had the chance to play it with my friends yet because they keep wanting to play my other board games.
Indoctrination of my nephews and nieces as the cool Uncle with all the games is my strategy xD
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Others have made good points already, and I'm in the camp where I don't really see a problem with it. I see it as something that promotes intelligent use of hooks, especially scourge hooks. I have on occasion decided to pick a further away hook to ensure I still have an option in a particular zone.
Besides it's very rare I find myself in a position where I can't hook, but every now and again it is possible for the survivor to escape if I get too greedy or tunnel visioned. This I think is healthy, it rarely happens but its something the killer ignores at his own risk... It should be possible to break free every now and again if the killer plans poorly, and breaking all your hooks in one place is a good way to do it.
I had this problem recently where I took out 2 nearby hooks in 1 corner without thinking about it, and had 2 survivors left on Thompson House. As I downed one the other sabo'd the hook I was carrying to, and it was a long walk already, so I had to throw the player I was carrying down, as I wouldn't make it to a hook anymore, even if it respawned he would still break my hold.
I chased the sabo player, and they ran to the corner where my 2 hooks were destroyed, and I downed him. Pretty smart.... I knew I couldn't pick him up either and hook... so I had no choice but to leave them both on the floor to bleed out, and neither could get out cause 2 were still alive.
Ironically if I he not sabo'd and left his teammate to die, this might have worked and he might have been able nab a hatch off me. Point is, this is fine to remain.
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Understand the frustration, but as with all the chad Survivors who tongue lash DCing survivors, we Killers must demand a higher calibre from ourselves and each other.
Killers can square up the field vs. SWFs, the game is balanced around Killer vs. SWF (which is why solo queue gets smashed so hard). In order to do it however you do have to be really nasty. The meanest perk combos, the most brutal and cheapest strategies, never give an inch and abuse everything you can, and the game is pretty even.
The big question you have to ask yourself, is that what you want? To win at any cost? To have to constantly sweat and and play like a jerk to win? My answer is no. I want to have fun getting into chase, mind-gaming and playing well around loops and pallets to catch and down survivors, without having to excessively camp, tunnel or whatever. Sometimes that means a good survivor makes me look like an absolute Putz, or can result in games where I literally have every pallet in the map bounce off my head (damn WoO xD).... and it can be embarrassing getting smoked....
However I still play my game. If you're getting beaten as a Killer, the game goes pretty fast. Play the way you want to. If you lose 3 times hard in a row with your fun build? Who cares? Dont kick your toys put of the pram like those mardy DC survivors. Youre playing your game. Chalk it up as a learning experience and go next. Worst case scenario... your rank will lower and you'll go up against potatoes eventually, so you'll probably start having fun again.
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For any other degenrates like myself that hard-core simp for minis... the minis are fricking amazing too 🤘😁🤘
My only complaint is the survivors have little holes in their back... they are there so when you hook them, you can actually put them on the little hooks you get in the CE... which is so cool.... but with the base game they are a constant reminder I can't buy a copy of the CE without paying double the price on ebay 😖
L99 have said they may well be stocking the CE in future, I did ask if all of the CE was KS exclusive and never to be released separately, and they stated they may still stock it... also their recent survey did suggest they were considering an expansion to DBD... so hope isn't totally lost on getting Huntress, Oni, and the rest of the non license cast!