UnicornMedal
UnicornMedal
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082071#Comment_4082071
IRL event that people have to pay for. Cries
I was saying in another thread that they really should've done something that celebrates 10 years, but the party doesn't sound very exciting and the reward we get is a license that has nothing to do with DBD itself. 😭 I think the Overseer would've been a fitting addition to the trials.
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@Defnotmeghead said:
Didnt see the original comment, but here's why I think Throttle isnt too big of a deal:
1. It resets and blocks the pallet. That means you cant break it, but survivors cant use it either.
2. The pallet originally blocked your path when they vaulted it, now it doesnt.
On paper, really strong perk
In practice, I doubt this perk will see a lot of usage
That 15% haste is literally them matching your movementspeed for 3 seconds, because you no longer need to break the pallet, which would have cost you more distance:
Just in terms of a straight line and you having to break the pallet vs throttle being used:
1. They vault the pallet with 5 meters distance, you break it ASAP uppon arrival (2.3 seconds, but to sell the point, I've made it last 3 seconds) while standing still, survivors move at 100% after vaulting in a straight line → Takes you 29 seconds after the chase originally started to hit them.
2. They vault the pallet with 5 meters distance, you dont have to break it as it will reset, they gain 15% haste for 3 seconds and then the regular 100% → Takes you 9 seconds to hit them
To provide a visual per second:https://us.v-cdn.net/6030815/uploads/0YIAF85FL29P/image.png
They can stack it with Lithe, sure, but why would you use Lithe with Throttle when you can just use Lithe. To re-use the pallet later?
Like, survivors cannot control the activation. When they fast-vault, the pallet resets and get's blocked. That's it. By the time a survivor is forced to fast-vault a pallet, they tend to be within hitting range of the killer.
So you only want to use this in 3 scenario's
1. You're not in chase and quickly reset a nearby pallet for later use (handy against killers like Houndmaster and Twins)
2. You have a significant distance on the killer and want to deter the killer from chasing you (in which case, minimal wasted time to the killer)
3. You are in a relatively dense area and that 3 seconds allows you to rotate, because you need the pallet in the area for later (mainly indoor maps like Lery's, The Game and Midwich, I dont see that happening on Coldwind).
It can be really powerful, yes, especially against weaker killers that have been in desperate need of a buff since 2021 (in case of any devs watching this, we really want Pig's dash to be able to break pallets, and for Trapper to have bloody coil basekit(and also maybe honing stone basekit in 2v8)). But overall, it really isnt as strong as it appears to be.
Based on very little practice with it myself, I'd say this will get used in maybe 5% of games, which is still significantly higher than average, but it's benefits are quite niche.
Lithe is better without resetting the pallet, WoO is better. The 15% haste is terrible in combination with any other forms of haste. It's only benefit is that it doesnt cost you exhaustion. You heavily rely on pallets not being broken as any pallet you drop in chase is not really a pallet you want to be vaulting unless the killer mindgamed you hard.I feel like this is the majority of newer Survivor perks that get talked about. They're fun sometimes, but never practical for consistent play. The earliest perks are still the most viable and will see the most usage, barring a few exceptions. Still fully expecting them to get nerfed too, which will also cut down on how much we see them.
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We're getting 10k BP for Rift-tier challenges right now… I don't think we're getting anything special. 😰 It all seems to be shaping up to a standard Anniversary event with the exception of an IRL gathering and a collector's pack on their shop.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082033#Comment_4082033
I don't really know what to say to someone who is legitimately arguing that buckle up + FTP was ok.
You understand that combo was completely uncountable in many circumstances, right? Like it's not like regular saves where you can try to chase the survivors off.
DS hasn't really been gutted, either.
So because you disagree with me on one point, nothing else I said applies? Even if you insist on taking that one thing out, DS was still nerfed from its pre-6.1.0 state where it was universally agreed to be the anti-tunnel perk. There are still several elements balanced in Killer's favor so that they can at least secure a tie in most circumstances.
To reiterate, to brush all of that under the rug and equate it to one unfun update to pallets is disingenuous at best. In reality, I feel like the complaints center around Killers not having fun versus not being balanced. Trust me, Survivors know the feeling. 😵
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@Shinkiro said:
If its a post with a topic that would be beneficial to killers in any way it'll get downvoted into oblivion, nothing new there.
I don't understand this mentality to be honest. I've gotten massively upvoted and downvoted posting the same opinions at different times. It really depends on who's looking when you do.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081387#Comment_4081387
This is not a stone I would cast, considering how easily it can be turned back on you.
Why is it the killers who are wrong and not you for thinking it's just the game's fault you don't escape more often?
This would carry more weight if we didn't have so much in place intentionally to help Killer at the expense of Survivor. The kill rates have enforced that Killer outperforms Survivor for years now, endgame has favored Killer for just as long, systems like anti-slug were dropped in favor of finisher moris, stealth on Survivor was gutted while aura on Killer was retained, perks like Decisive Strike and Buckle Up + For The People that were designed to counter camping/tunneling/slugging have been gutted, last year excessive DC penalties that target Survivor more strongly than Killer were pushed through (even as it actively banned players from matchmaking for playing normally) while the proposed anti-tunnel/anti-camp features were scrapped before the PTB was even finished, rinse and repeat.
I'm not going to say that pallet density is a great update because I don't think it is. It's more of a band-aid in my opinion. But to flip the tables on that is disingenuous at best.
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The only thing I find strange is that for a 10 year anniversary, it has very little to do with the game at all. I feel like it would've been cooler to see the Overseer become a playable character. Something, anything, to commemorate 10 years of the game. It's also a bad look how Killer-focused it is, because after the "year of health", it only further confirms that the game is for one audience.
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Toxic as a term is applied way too liberally to menial things. With DBD, the only real toxic thing you can do is continue to expose yourself to stressful situations when you don't have to engage at all.
In terms of the gameplay, BHVR has made it so simple and effective to ruin everyone's experience with relative ease. So anything on that front should be pruned from the game, but I still blame the people that allow that to be possible over the people that take advantage of what's in front of them.
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Killer demands having more and more time to slow the game down when the trial is already in their favor. Slugging is one of those things. Being able to down someone, leave for a minute, and come back to hook the initial Survivor goes against the spirit of PVP in my opinion. But it's something that will never change because as @mecca said, the balancing will always favor one side over the other.
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Let's be real—I don't think BHVR actually believes they're doing anything wrong at all. So nothing would prompt them to suddenly change. And even if they did change, I don't think they know how their own game works that well. Anyone they could hire to sort it out would likely not be a main stay at the company and the code would go to new people who don't understand it and we'd be in the same boat all over again.
The issue with DBD isn't with the game itself. It's with the attitudes and egos of those who work on it. We've seen it on display for the game's entire lifespan now. Employees have straight up screamed at us because we wanted accessibility options. They've pushed patches that the community has overwhelmingly said no to and quickly revoked those that would drastically improve the quality of the game. Even these forums are a total ghost town because of years of poor decision making.
At the end of the day, their pockets are full and they get to point at player count and pat themselves on the back. That's ultimately all that matters.
Having said that, I could be wrong but I don't think that I am. I can only judge the company based on what they've shown us.
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@rutterspax said:
We need to look at why slugging is currently predominant.
Let's see uhm.. right. Dead Hard, Resurgence, Shoulder the Burden, Decisive Strike, Deliverance, Off the Record, hook timer increased from 60 secs to 70 seconds, basekit Endurance and Haste after unhook which they also increased the timer and strength (Endurance used to be 10 secs now 15 secs and Haste is increased from 7% to 10%), anti-camp, flashbangs, flashlight saves, time to take to pick up and move to a hook, Saboteur/toolbox, injured survivor running to upright pallet to get downed there for a pallet save, bodyblocking hook, Breakdown, We'll Make It, Babysitter, etc.
I wonder why killers slug.
We always get a laundry list of reasons but the reality is that Killers slug because it's easy, powerful, effective, and there's nothing in place that equals its power to punish it. In fact, one of the few things we did have to punish excessively bad and unfair plays, going next, was removed from the game. Now that players are forced to be an audience to it thanks to overly excessive DC penalties, we're seeing more of it than ever. With how things have gone, I genuinely would not be surprised if we get an upcoming patch that limits Surrender conditions.
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It's what it used to be when the game was much more fun to play. It would have to be no holds barred for all involved. The mindset we've had for the last several years now that everything for Survivor shuts off in endgame would have to go or else I wouldn't want it.
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The majority of Killers don't, so they expect the worst and move on.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079969#Comment_4079969
A killer who feels anything less than 4 survs dead before gens get done will never be satisfied with this.
The devs stated goal of 60% killtate isn't too bad imo, which means they're still in the power role. The game only seriously breaks at super high MMR, which is a tiny portion of the overall playerbase.
100%. I think a lot of players are outmatched, which is supposed to happen here and there in such a broken matchmaking system.
When so much of the discourse boils down to ego, it's impossible to have any real discussion on balance. Unfortunately BHVR is just as guilty of that.
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@Zer0Chill said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079972#Comment_4079972
Yeah I feel like Blight ruined a lot of the pacing design of the game and centralized the Killer meta to be around needing to combine lethality and rushing and Survivors needing to have better tools to combat this. It feels even worse knowing that this playstyle of Blight wasn't even originally designed to be that since they wanted to do something different with him (and couldn't) and now a Pandora's Box of horrific game design was opened by complete accident. Billy was originally nerfed because the developers correctly acknowledged that combining hard to react to mobility with a one-shot down was not a good idea. But because of the way the game evolved, they not only reverted that nerf on Billy but also turned it into a speed buff even though that was a horrible idea in practice. On the other hand, you have Hag who used to be seen as a great Killer and has only received buffs. Yet nowadays, she's seen as a very weak Killer because the game evolved in a way that rendered her methodical playstyle extremely weak. I do hope that BHVR recognizes that they need to slow the game down just a little bit
That would require accountability and a desire to learn from their audience. Instead, we're going to get more and more bad decisions and be treated as if we don't know what we're talking about. I would love to be proven wrong, but after playing this game for nearly 7 years now… I don't think it's happening.
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The entire game revolves around the Killer and it's balanced so that that always remains true, even to the detriment of everything else. That doesn't mean it isn't frustrating or that it's always fun, but the ball is always in your court to, at the very least, secure a tie.
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Speed is just a side effect. For the last five years, they've done whatever they can to make the game as skewed and boring as possible. They add too many weights to one half of the scale and figure it'll balance itself out.
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@ArcT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079556#Comment_4079556
"We hear your concern and your issue has been under discussion. We can't share anything with you right now, but we're working on addressing it."
Literally what I was just about to post. 😂 "No, we understand your frustration! It's hard to feel like you're not being heard. I just wanted to give you space to vent." We really don't need sensitivity training. We need results.
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I like Trapper because he's cute and he's simple. When the game was in a more relaxed state, he was my favorite Killer to go up against because he changed the entire vibe of the trial in a similar way that Michael used to.
But now it feels like everyone has to bring the strongest traps and go extra hard to prove they can 4k with him. Incredibly unfun. So when I play with him, I just enjoy laying traps down and seeing what happens.
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Sort of ironic. Survivors are heavily punished due to (largely, as far as I've noticed) Killer complaints, only for Killers to be introduced into Survivor matches where they start doing the things that were beaten out of us. 😵 It's kind of poetic, really.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077862#Comment_4077862
What makes you say that killer has less macro play than survivor?
If anything I'd probably have said it's the other way around, the changes made to the game over the past few years push the killer role harder towards macro play.
Because there's a stronger emphasis on SWF and more punishments for not being as efficient as possible with more help in Killer's direction, which tips the scales. Camping/tunneling/slugging being addressed properly would shift things quite a bit. Having a stronger endgame for Survivor would also balance it back a bit.
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@IzziBane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077853#Comment_4077853
When I didn't know I could dc after the whole team got slugged, I wouldn't leave, but I'd open another window (like YT videos) and wait for the match to end. But when I went back to the game, the killer was lifting me and circling, and obviously I wasn't moving. Hahaha. I was confused, and as soon as I started to move, he'd throw me to the ground and kill me.
I didn't really understand that, but later I was told that they actually wanted you to be watching so they could "kill and humiliate you." The DBD community is really weird.
Yeah, it's definitely a thing. I could absolutely be wrong, but it's why I think there are so many harsh penalties on Survivor AFKs, DCs, and now potentially BM but not the other side.
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At one time, I think this may have been possible. Synergy is something that can't be manufactured, but you could've gotten just short of that. These days however Killer is balanced to have the most agency and less macro play and Survivor is balanced to have the least agency and more macro play. That creates this disparity where Killer is balanced assuming most are low skill, while Survivor is balanced assuming most are high skill (some systems fall outside of this like the pallet density update, but those are always eventually reverted).
Any changes you make in this state to balance solos and SWF aren't going to matter much. Comms won't change the amount of knowledge, skill, and dumb luck required to even match your opponent. And that's before we even get into matchmaking. If we could level the playing field, it would give us a lot more to work with.
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Witchboard could be a really fun license. The Ouija board mechanic could be cool.
A dream Survivor for me would be Alex Shepherd.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077469#Comment_4077469
If the killer comes to hook and did it multiple times per match or is near and has no chase or has great mobility and can be there in few seconds because he has no one in chase and under preasure then its better to go few meters away unless you have perks that make you heal in few seconds.
Mayn people stay always under the hook and then have pikachu face wehn killer comes back but its not so hard to guess it when he will most likely come back. Like agains knight dont stay under hook because if he is close he will send assasin there and you arent moving so chances he will heit you pr second survivor are high.
Knight is a special case. He usually summons a guard and comes back to hook, so you're kinda screwed no matter what. Sometimes you might as well take a chance.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077535#Comment_4077535
Increased to 90s and the game can still be over in less than 4 minutes.
A couple of regression perks were buffed with another decent one added, but what does it matter when you're not allowed to defend a gen after 8 regression events?
You can't heal to full in a few seconds? That sounds so rough.
I've been playing Ghostface for 6 years and it's only been getting harder as time goes on. From Vigil destroying status effect timers to the game virtually playing itself through Sprint Burst in tandem with story-mode-difficulty pallet spawns, survivor players have had the game altered to their benefit so severely and still try to act like it's nothing but nerfs for them and buffs for killers. This false narrative junk is so stupid, man.
And yet none of it has been as strong as camping/tunneling/slugging.
All of this talk of Survivor getting stronger is incredibly silly when the strongest trump card in the entire game is in Killer's back pocket at all times and has been proven immune to being reworked.
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Yes, they do expect that. A significant amount of the moral brow-beating and anger toward DCing is centered around not being an active audience for someone else's power fantasy.
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@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077478#Comment_4077478
slightly off topic but, I’ve long argued that the problem with “common sense” in dbd is that it isn’t, actually all that “common” for a lot of players. Does that speak to their actual lack of common sense? A lack of understanding and education (of the game, i.e. tutorial on some of the more macro elements) or does it speak to some or many just not caring and making a calculated decision (albeit a wrong one in some cases) based on the opportunity cost?
I think it speaks the most to how luck based and random the entire experience is.
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@QwQw said:
I have no idea why Ghostface is effectively barred from using his power near someone he's already hooked, and yet plenty of other, stronger killers, get to use theirs. Please just remove this.
It's something they really should've tightened up a long time ago. There's no real consistency on whether you should or shouldn't use your powers near the hook.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077518#Comment_4077518
When you que as killer you can switch to survivor que, ready up and play a match
When you finish survivor match you will be put into killer que again with a "priority que" tag, from there you can choice to play another survivor match or play your killer match, even if the time in que says 0 seconds.
From my experience it still takes a 30 seconds to min to find lobby when it says 0 seconds so I assume it just puts you at top of que, not saving a lobby for you and making survivors wait. If you dodge a lobby you loose your priority matchmaking currently (game warns you if you go to leave killer lobby)Thank you. I wonder if that would clog the system still. 🤔 Either way, it's worth testing out more.
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The game constantly hangs for me now. I notice it happens when there's some sort of particle effect, like gens exploding, fog vials going off, Killer powers activating, etc. I haven't tried lowering the graphics yet but that might be in order.
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Killer has the most autonomy by design. Typically what causes players to lean harder into more busted Killers is better results with less effort. It has nothing to do with agency at all.
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How exactly does Play As You Wait work? They say it holds your place in the queue, but what if a trial takes longer to complete than it does to match? I'm curious because on one hand, keeping it a permanent fixture could help the issue of Survivor being harder to fill, but if it pauses the queue then it might have the opposite effect of creating dead lobbies that players evade.
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I think it's an effective enough anti-camp measure. It also gives the hooked player something to do while hooked, despite how small it is. BHVR is very inconsistent around how powers and perks operate around hook (Starstruck activating on hook but not Stake Out is incredibly bizarre) but leaning more toward deactivating them helps.
I feel like if we give it enough time, Ghostface will get the dash treatment like Wraith and Michael.
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@TheSableSimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077470#Comment_4077470
It's not a "consolation kill". All the survivors have to do in that situation is open the gates, then do a simple 2-man save. If they can't do that, then it's a skill issue on the survivor's part.
Also, if you view that as a "consolation kill" then I'm curious what your thoughts on the Hatch are.
Hatch is also a consolation. At one point in time, it was an anti-bottleneck mechanic and that's what it should ultimately be. If there's a stalemate, the trial moves forward in another direction. But in its nerfed state, it serves very little purpose at all.
EDIT: However I must also point out that it does not count as an escape statistically as far as I'm aware, while camping the hook does.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077470#Comment_4077470
Your right. The trial isn't over. Other survivors are free to find unhook whomever is hooked.
Often times that isn't the case. Camping/tunneling/slugging is still given free reign in the end game while any tool used to combat it, aside from great teamwork (assuming there is any), is not. Any argument in favor of that is essentially an argument in favor of a consolation kill.
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The argument against this is "Killer has nothing else to do" but that's a not so subtle way of saying that consolation kills need to stay. If the trial isn't over, then all players should have the right to engage.
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In my experience, it has to be a case by case basis. Often times you're spending more time running away and leaving a trail for the Killer to follow and getting no additional healing out of the way.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077312#Comment_4077312
Claires fingers have been broken for several patches :'( when you point as her it makes a claw, and they are always crooked atm
Love it when characters we have to pay real money for take the back seat. 😭
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077311#Comment_4077311
The game is about efficiency, in the end, so I don't see a problem with pushing survivors to remain efficient at all times.
However, I'll agree in so far as a change like this feels unnecessary on the grounds that survivors being able to pop three gens at once may be frustrating for the killer, but that does not mean it's problematic. 'Frustrating for the killer,' even as a killer main, is just not a valid reason to devote resources to swap like this I think. It also takes a tool out of the survivor toolkit, which while I do think they've got alot of hand-holding, I don't think the answer is to artifically limit their tactical options.I think the main thing lacking above all else is a consistent idea of what this game is supposed to be. If it's all about efficiency like you said, then that's a very different balancing discussion than if the game is more about fun.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077319#Comment_4077319
I think if you want to pinpoint it to characters, the moment they brought Nicolas Cage into the game was the moment where it was clear that basically everyone can join the cast of characters, as long as it brings BHVR money. Because this was probably the latest points where something does not need to be Horror anymore to be added.
He's definitely high up on the list. For me it was Attack On Titan and All-Kill. And then it was all of the mobile skins. Finally Nic Cage really sealed the deal. Really I think you could trace it even farther back to Feng since she's an esports cosplayer or Nea and Meg's neon cosmetics, but there's definitely a point where it went from the occasional silly thing to all out lunacy. 😭
@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077319#Comment_4077319
You leave Ji-Woon's glorious abs out of this.
Trickster and Skull Merchant (and even Mikaela and Sable tbh) are too on the nose for me.
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The issue with Nemesis is that the zombies are a strong natural slowdown that bypasses the scaling difficulty (which isn't very strong to begin with). It reads as more of an exploit than anything else.
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There are a lot of naysayers, but it all went downhill when they added anime and Kpop. Nobody would've bat an eyelash at Junji Ito, but everything else? You can write it as "disturbing" as you want—it's still out of place and it shows. It's also around the same time they really started playing into fanservice, which also kills the horror vibe.
Granted, all that being said, I would love things like a Scooby-Doo collab and I think FNAF was a good addition. Call me biased, but I don't believe those IPs kill the vibe.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077010#Comment_4077010
Exactly, the horror aesthetic is gone and this is the biggest problem. But the game turned into a fashion show with a bunch of skins and I guess a more horror-like atmosphäre would be the total opposite. And honestly, it is not even that the game looks awesome graphics wise. The graphics dont look that good for a somewhat modern game and I would honestly prefer the old aesthetic, because the maps looked better and more unique, even if they were not as pretty and polished as they are now.
Also, for a game which has the slogan "See you in the Fog", there is awfully little fog around. It is basically non-existent at this point.
And they should try to work on the aesthethic. The Feeling of a Horrorgame is gone after a while and does not really come back, simply because you cannot experience it when subjected to it for too long. Like, I could watch the scariest Horrorfilm and would be terrified. If I watch it 100 times, I would not bother at all anymore. Same is with playing DBD for quite some time.
It's still so crazy to me how decent the models look in Left 4 Dead 2 versus the game they originate from. 💀
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The entire game is stale, really. They continue lowering the bar for Killer and raising it for Survivor to the point that it makes no sense anymore. Focusing so heavily on kill rates and prioritizing Killer complaints has really pushed the game far into mega sweat territory, but it still lacks any proper competitive component. It exists solely as a salt mine these days.
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It's par for the course for a dumb quirk that players enjoyed to be prioritized over things that are plaguing the game like crazy. Baermar broke June 2025 and he's still not in the patch notes as far as I've seen.
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I don't think any changes like this should go through with camping/tunneling/slugging still ignored. It'd very easily create a snowball effect unless Survivors are totally efficient at all times.
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The way that I see it is that nothing we do is going to make BHVR change. According to them, they are always right. So if you enjoy Trapper and you like fashion, knock yourself out. Diminished sales on one cosmetic will literally change nothing. Give it enough time and they'll give him a dumb Michael buff that obliterates his identity in favor of sweat.
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074622#Comment_4074622
On of these is playing the game in a scummy way
The other is abbandoning 4 other players in a "lost" game
Translation: It's allowed for Killer so it's OK, but Survivor needs to be punished.
@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074821#Comment_4074821
You were comparing a killer tunneling to survivors DC'ing in terms of accepted behavior. That's not the same. Nobody said anything about killers DC'ing. Bots are usually dead weight regardless, everyone would rather have a living player over a bot.
And if the killer DCs, the survivors win and the killer loses. If a survivor DCs, it doesn't just affect them, it affects the team that was left behind and instantly puts them in a losing position.The Survivors do not win. It's a tie every time. The results are discarded. And like I said, what if those Survivors wanted to play?What if they had challenges? What if they had adepts? None of that matters apparently.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074845#Comment_4074845
Who in the community is arguing that it’s ok for killers to DC? And you’ve never seen anyone here argue that survivors should be able to DC and that it’s fine because “the match doesn’t end and there’s still a bit to play for the person who left”?
You’re just making generalizations without any evidence and making it seem like one side (“killer-sided players”) are the bad guys. I’m pretty sure killer players get the same penalties that survivor players do when they DC.
Where have you been? This has been something on-going for years. It's why the DC penalties rolled out 10 months ago, so aggressively at first that Survivors were getting matchmaking bans for playing normally. People advocate for them to be stronger all of the time.
You're correct that it happens on both sides, but you and I are specifically talking about the moral argument which always falls on Survivor.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074821#Comment_4074821
Killers are allowed to rage quit? How so?
Specifically in terms of the moral argument the community has made over the years. It still ends the trial for 4 other people and bars challenges/achievements from completing, wastes time and caps progression, etc., but since Killer is on a one-man team "it only affects one player". Meanwhile it's almost the one year anniversary of going next being removed and DC penalties being severely tightened and we're still arguing that one Survivor DCing "ruins it for everyone" despite the trial continuing on.