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Valik

Valik

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Valik
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  • Laurie has 2 garbage perks and 1 A tier perk

    Ada, Xenomorph, and Chucky all have C and lower tier perks. don't bother.

    As a bonus, there are not a lot of Lauries in the game, so you will be a welcome addition to any match.

  • Having an "extra bloody" version with the base clothes kinda torn up and ripped with haphazard addition familiar to the character would be AAA

    Claudette having grassy stains and cuts all up her trousers (like us kids had tearing up a soccer field) and ripped up patchwork aided by using dried pustula leaves would be in-character with her botonist background and a 100% upgrade from bloody outfits.

    Give them all some glowy eyes too.

    The Halo burning skull effect goes hard - people would be wanting the skins very badly if there was some minor glowy/burning effect in addition to more worn/corrupted outfits.

  • Preach it brother - lurking in the doors by the hook to camp without penalty is very annoying.

    The strange thing is they already solved this in the Alien DLC - where emerging from a tunnel nearby a hooked or recently unhooked survivor takes much, much longer - giving survivors ample time to make their getaway. The 2s animation or so turns into a 5s one or so.

    If they did this with Springtrap - eliciting a 4s+ animation that warned survivors it would be balanced as before.

  • I find him rather boring to go up against.

    • Stealth

    Ghostface does stealth right. Players look around in all directions and feel a sense of foreboding. When playing against the Ghostface, it's his primary tool and there's a fun "hide and seek" aspect to trying to sense where he will be coming from and trying to unveil him. Springtrap is undetectable sometimes and it is not consistant. So you just wait until you hear the stompy stomps and run away from them.

    • Doors

    The doors are right next to generators, so you just have to be playing the "how long until I blink" game with the door and run away at the first sign of trouble. It's not tense, it's just mildly annoying.

    So as a survivor, you just stare at the doors and dont engage with them. Sure you can jump across the map pretty quickly, but it's awkward and unreliable AND can get you killed! If Springtrap enters a door while you're in there - dead. If you pop out and didn't know Springtrap could see you, dead. If you're messing around with the doors and Springtrap catches you unaware - Dead. There is this funny camera minigame they have - but it is such a horrible waste of time that there's no reason to get off of an objective and engage with it. Survivor wise, just stay away from doors unless it's an emergency and you're confident he wont use it.

    That is - if he even uses them. It takes about 8 seconds to use a door: ~2s to walk up to the door, 1s animation to go inside, 1s to choose where you're going, 3s office animation, 1s to emerge. You can argue it takes closer to 10s in certain circumstances.

    Moving at 4.6m/s - if the target location is within 36m, you might as well walk.

    That's right, it's faster for spring trap to WALK to a location that is 4-5 SHACKS away than it is to teleport there. So, in the majority of circumstances, it's a power best used when at the very furthest option away.

    So, for a survivor - the better your springtrap is, the less he will use the doors the less you will use the doors and the more the doors become a credible threat when the Springtrap is on the opposite side of the map from you and finished the objective.

    So instead of engaging with doors and drawing the Springtrap away from your team on the other side of the map - you actually maximize value when you go down about 36m away from your friends repairing a generator.

    Boring.

    And nobody likes an underserved "lmao you're dead" jumpscare where they don't pay attention for half a second (Because their Discord friend did a funny or something) and go down because the Animatronic emerged in a 1s animation and is now upon you.

    • Axe

    I would say this is a fun aspect, but it really isn't. The weight of the axe and poor hitbox that is expeirenced after you play it make the near misses more pittiable than not. Yes Huntress hatchets have icecream truck sized hitboxes, but evading them feels good and takes skill. This depleted uranium axe with the weight of a dying star has such an unreliable hitbox that dodging it into a near miss feels less like an act of skill and more of a fluke of poor hit detection. I for one don't feel GOOD when an axe misses me by a hair. Worse still, I don't have to mind game anymore - I can rest confidently that the Springtrap doesn't have his axe anymore and won't for some time, so I can keep that in mind during my loops. Hit the snooze button.

    When the axe does land it's almost never due to a skillful shot where he threads the needle between cover - or arcs it over a wall - or gets a cheeky hit in the midst of a loop to catch you unawares. Almost every time you get hit it's because you're locked in an animation or he baited you. That doesn't feel super good either.

    All in all I'd rather play against Springtrap than Tokyo Ghoul or Skull Merchant but that's not saying much. I just feel like after the first few lmao lol matches the novelty falls off.

    • No grass to hide things
    • Survivors stick out from the background
    • painfully boring loops
    • annoying open areas
    • Pallet town express
    • Already daylight (not dead yet)
  • I wish there was a fourth option here for: "All characters"

    Humans are very interesting creatures. Even walking through the halls at work - everyone I see is a different size with different shapes all over. This one may be a tall lanky person with a beer gut, this one may have a longer neck and a slouch, this one may be very wide with thick arms, another might be proportioned strange or normal and everything in between. I see many races and genders and everything in between where I live and love it. Everyone is beautiful in their own unique way.

    That to say.

    Why male bodies alone?

    I believe female bodies should have greater dichotomy as well. Some androgenous bodies, sure. But we see very thin characters like Nancy - or beefy characters like David - some more shapely characters like Jane. Etc. But I get what you mean. Between Meg, Nea, and Yui - can the difference really be told? If you see Dwight, Bill, Quintin, or Felix running in the distance, can we tell who it is?

    You're right, there's not a lot of diverse, interesting body models or skeletons.

    I wish there were more, yes. I hope that going forward the survivor isn't just a reskin of the same basic bones with Taurie looking like the same exact skeleton and body as Nancy.

    Man or woman, both having diversity would be nice.

  • Map offerings are very important for particular map dependent challenges for completionists like me.

    IDK what I would do to get Outbreak Breakout if it were not for dozens upon dozens of RPD badges used by me and my loved ones.

    They could use a retooling. They do absolutely nothing most of the time now, which is extremely discouraging.

  • It's a novelty that would grow stale with time. I'm much happier being hyped with my friends before it comes out. Oftentimes when it runs for more than two weeks we're all very tired of it before it ends up leaving.

  • This is a tangled web and a slippery slope all in one.

    I miss the old Iri Offering idea where items would allow players to unlock and try out DLC killers in some sort of Trial mode.

    The problem is, with so many licenses and Killer coin going to different license holders, doing this would have to be original Killers only and might turn into a bit of a disaster.

    Being able to test out Killers in some sort of agreed upon "Against Bots Only" Trial mode would be wonderful - where you load in with the Killer and their base perks against a lot of easy bots designed to let you explore how the killer feels and plays before investing. Maybe offering some sort of discount on Killers if you try them out first or something. Having a TRIAL system would work - but just allowing them in customs creates a lot of financial issues that may make it more of an incomplete liability than an enjoyable addition to the base game

  • Behavior, when are we gonna get the Minecraft crossover for the Lava Bucket skin ?

  • The answer should not be "Let's disable the game-endingly bad perk" and should be "Let's fix the game-endingly bad perk so it is no longer game-endingly bad."

    You're 100% correct. It's unfair and silly that this happened, and the developers should have thought about it.

    For instance, this change:

    “You can shake off even the roughest punishment when you’re pushed.”

    - Begin the trial Injured and broken for 80/60/40 seconds.
    - Taking a protection hit while healthy causes you to become broken for 80/60/40 seconds.
    - Whenever you become broken by any means, gain Endurance for 20 seconds.
    - May revive self fully while broken.
    - Gain 2% Haste while healthy.

    ’He lamped me good before I could do so much as stand. Didn’t let up neither. Just kept throwin’ himself at me ‘til I was on the ground. Didn’t expect me to get back up so fast, lost him some good teeth for the trouble.’ – David King.

    This way the disadvantage of going into a match at a health state deficit and being overall in greater peril would be balanced out by the perspective strengths once the user becomes healthy again.

    Maybe the 2% haste is a bit much - but it doesn't come free. Survivors would have to play things safe and burn resources (or get their buddy to heal them) to activate it, and 2% is not too terribly much.

    The primary benefit would be in taking hits for allies and pairing it with perks that break the user. At no point would it be a surprise to the Killer, who would identify at the beginning of the match and also see the character become broken from a protection hit. Pairing it with For The People, for instance, would be a potent combo - gaining 20s of Endurance for sacrificing a health state to heal an ally. The tradeoff is that the user, while being able to extract premium value from the perk, has just used 2 perk slots, healing items and survivor co-op time to prep that heal and endurance tank.

    It would play much the same way, but the timed nature of the Broken status and the potential benefits of investing in healing would allow players to find value in the perk (especially with synergies) while also maintaining its original purpose of being a "Self-nerf challenge" perk for hardcore players and challenge-seekers in the community.

  • Taurie does not have any viable perks.

    Her invocation is F tier trash, Her self-heal perk is finnicky and a waste of a slot, and Shoulder The Burdon can come in handy in a pinch if your buddy is being tunneled, but can (and often WILL) get you axed before your moment of glory. (Perk unrelated)

    What else there is to enjoy are her cosmetics and her voice. Sadly, she enjoys less cosmetics being a newer survivor - and her voice lines are all mopey and eternally bitter about her own lore. Not a fun person to have in your ear throughout a match. At least her base skin makes her look like Cole from Infamous.

    Singularity, on the other hand, is one of my personal favorite killers (because I'm biased)

    It is a great killer for those with an overactive mind that likes to multitask. You will be swapping cameras, placing cameras in chase, faking survivors, sticking on them - teleport-breaking pallets, and forcing allies to take protection hits and make EMP saves. The matches are much more involved which lead to rapid snowballing, tense cross map pressure exchanges, and decisive end game plays.

    The perks are kinda trash. Machine Learning, Genetic Limits, and Forced Hesitation are all perks you might get a little value out of from time to time, but they're upper D tier perks to Taurie's securely F tier perks.

    Bonus for singularity - some interesting cosmetics!

  • They are novelties. They are fun to play with friends for a couple of weekends but lose their flair. If they remained as residents in the base game, they would dry up relatively quickly and we'd enjoy their presence much, much less.

  • I was not a fan of the Attack On Titan cosmetics or inclusion of Tokyo Ghoul personally.

    While, to a degree, Tokyro Ghoul is probably the BEST eastern cartoon character to be included, I do not personally find it to be a good fit for the universe.

    I'm absolutely not the target audience for this question. Further, I personally don't like the idea of children's show characters being involved in the IP. TG and AOT feature very adult themes and aren't very appropriate for children - but MHA is designed and marketed to younger audiences. I would not find it comfortable to take such things and pull them into the same universe as brutal serial murderers.

  • I don't believe it's in Behavior's hands. It's up to the license holder to renew and it sounds like the folks in charge of the Hellraiser IP (for some silly reason) didn't want to partner with Behavior anymore.

    I'm not an official and don't know the details of how much money any party has to give or take from the interaction, but from what I understand - Behavior wants the Hellraiser IP for every reason, but the holders are beyond playing hard to get with it.

    We might see it someday in the future!

  • The ideal kill-rate for normal games is ~2.8 - a survival rate of ~1.2.
    You want it to be often that one survivor gets out, and a bit tricky to get out with two, and very difficult to escape with 3 or more.

    Doubling the aspect means that kill rates in 2v8 should be ~5.6.

    You want it to be often that two survivors get out, tricky for four to escape, and very difficult to see five or more get out alive.

    What we see in these volatile, violent, and hilarious matches is a strange disparity.

    Unlike in basic modes where numbers can be tweaked and interactions masterfully designed to gently bring matches closer to that coveted average of 2.8 kill rate - the changes in Killer powers, skill, teamwork, survivor efficiency, and many more aspects mean that lots of matches in the 2v8 mode will either end with all the survivors dying horribly, or escaping with little issue.

    To be clear, I don't think that the game mode should be "sided" at any rate. The mode should be balanced to give all participating players a feeling of fun, empowerment, and fairness.

    The ideal escape rate would be ~2.4, which means 2-3 players out of 8 would be the only ones lucky enough to see the inside of an exit gate escape area.

    Between the abilities, teamwork, pallets, larger map, and wider generator spread - survivors have lots of opportunities to get out. Killers are generally buffed (look at the crazy Wraith uncloak bug!) And so to counteract these additions to the game, Survivors must feel that the power of both Killers is potent enough to greatly threaten their chances to escape. Survivors that get into a match should expect a 32% chance to live, and Killers should expect to slay 68% of the others - for this reason I say 'Killer Sided', although I wish there was an option for it to say "Equally balanced"

  • These are essential elements to both balance and animation clarity. The game is both smoother and more engaging because of these things.

  • I can almost imagine the internal discussion between the art director, design director, and the actual programmers.

    This is how the conversation goes in my head:

    ~

    Art Director: "So we're going to use different symbols in the center of the invocation circles to give each invocation a different identity!"

    Design Director: "This makes a lot of sense and helps with clarity and nuance. It will add value to the game and increase the value of the perk. Lets do it!"

    AD: "I already had my people work very hard and put in many hours designing, drafting and coming up with a new symbol for the new perk power - I'm looking forward to seeing it employed in the game."

    DD: "This looks great! Internal design tests show that it works flawlessly! We've done several playtests and put in the heavy work to make this work and look unique!"

    AD: "I'm glad the work is over, because my people have to work on other projects for future deadlines!"

    DD: "Same - we've spent a lot of time and money on this aspect of development, too much time! And the most important thing is that each Invocation has its own symbol for the players to enjoy :)"

    Programmers: "Hey guys, you did great making the perk work and everything. However, you tested it in a vacuum to make it work. Now that it's actually passed to us to put it into a releasable build, we now see a conflict between both invocations whenever players try to use both."

    > ????.png

    Programmers: "We actually had a similar thing with the Boon chapter, but we could code it to fire all perks in the survivor's build at once when the effect is applied."

    DD: "Yes! Do that!"

    Programmer: "Okay, but they both have pointers to separate art assets in the build. We could code it to use one over the other in circumstances where-"

    DD: "NO."

    AD: "NO!!"

    > uhoh.png

    DD: "They have to use their separate assets, the work cannot be for nothing!"

    Programmer: "Uhhh, okay… so what do you want me to do ? the PTB deadline is coming up and I need to fix this issue…"

    AD: "We are NOT compromising the characteristics of these perks… besides, the art team is already hard at work with other projects."

    DD: "Okay, listen, just make them fire on separate triggers. If players want to run both, they can use the perks separately to justify the unique assets our internal team designed."

    Programmer: "Alright but - won't players hate that? Won't they ask why?"

    DD: "We'll tell them that each perk is balanced for the 60s investment and that if they want the value of both perks, they will have to sink 120s to trigger them - or something - anything. Look, I had to win lots of pre-production debates to get these assets cleared and the execs are going to hate to hear we scrapped anything else. We've used a lot of money and time to do this, it's very silly, but it will take more time to correct it. Maybe we can make a different asset in the future after we bring it up with higher ups and get the work scheduled out - but we really don't have the time, money, or resources to fix this issue with the art assets. I'm afraid that until we can give it proper attention, players are just going to have to do them with different triggers."

    Programmer: "No problemo, boss! I'll just map it to a different button."

    The day is saved ! :)

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851749#Comment_3851749

    In 6.1.0, gens were changed to take 10 seconds longer, the on-hit sprint was reduced, the on-hit cooldown was reduced. At the same time, a bunch of perks were shuffled around. In the scramble that followed, as survivors tried to get their footing with the changes to what had been a long-standing meta, killers had a very easy time, and you know what happened?

    gen soeeds are still the main problem, slowdowns are unnecessarily nerfed in an attempt to make meta shift while failing miserably because slowdowns will be the most effective thing even at their worst because guess what, gen speeds.

    And do you know what actually happened? People were crying about more accurate matchmaking because they didn't want to wait for long, now when they are getting stomped because they randomly get 50h Megs in their teams, we are talking about "killer being way too easy" and not "matchmaking is at fault"???

    The fact that DS got slaughtered in that patch led to a massive spike in tunnelling. Killers had an easier time than ever and killers tunnelled more. Within a week, killers were already downplaying the relevance of 6.1, claiming it just made gens take a little longer when that was only one of like half a dozen buffs.

    let me correct this for you. DS didn't get slaughtered, it actually received an additional condition to be used, and that condition is skill input. In it's former state it was such a free distance where you didn't have to think about where to direct the chase and where to force the down.

    I won't say that this is the easiest killers have had it, because that was when regression was so damn bad that the number one method of securing 4Ks for some killers was to time out the damn servers with a locked-out 3-gen.

    easiest time for killers was Eruption + CoB meta, other than that, no other time period was particularly easy unless skill gap between you and your opponents rises so much that soft MMR cap becomes a joke and you consistently 4k.

    But an anti-tunnel perk shows up and the forums are on fire again because a handful of forum killers that have never made a single mistake in any of their games ever but somehow never manage more than 2 hooks per match are absolutely convinced that killers are at a 15% kill rate and a 0% winrate.

    because even though you will bump into really skilled survivors kinda rarely, you will still notice the power of anti-tunneling perks, especially when used for something completely different than tunneling. The fact that average player is bad and can't use specific meta perk doesn't mean perk shouldn't be touched at all. It's in fact the worst argument for not touching the perk.

    But killers are still winning considerably more than they're losing. Killrates are high, there's massive winstreaks, there's all kinds of funky experiments rolling around that prove how much you can do as killer. Heck, for this complaint of tunnelling being necessary, Hens and four of his friends scored an over 90% 3K+ rate over a hundred matches while not just not tunnelling, but not using any killer powers.

    • average survivors forcing an early 3v1 by giving up on hook;
    • average camped survivors giving up on hook instantly;
    • average survivors not knowing basic macro aspects of the game;
    • average survivors lasting 20s in chases;
    • terrible matchmaking.

    Killrates are massively inflated by factors completely unrelated to actual balance.

    And just like that, we're back to the poor, poor killers who somehow only really ever talk about how bad things are when survivors threaten to get a perk that doesn't go straight to the bottom of the trash bin. Heck, I've probably contributed more buff suggestions than most of the forum killers combined. But they're all mum about it until survivors are the slightest bit listened to.

    survivor meta is literally far more diverse than killer meta ever used to be. Rn we are having hex meta thanks to overtuned Thrill only. After it's nerf we will get returned to old Corrupt-PainRes-Eruption(Grim) meta.

    'Tunnelling is mandatory!', cry forum killers, desperate to ensure that no balance changes can be made to change it.

    M1 killers against any somewhat decent survivors stand no chance if they don't manage to tunnel one survivor out early lol. Again, let's not use "high killrates on weak killers" as an argument since we know skill level of average survivor.

    Tunnelling has continued to be a beatstick that forum killers use to try and force balance to go their way. How about we just let it lie for a sec, hm? Let Shoulder the Burden do its thing, see what it does.

    how about we actually fix the core problem that stands behind tunneling instead of throwing bandaids that literally just make it even worse for more than half of the killer roster? Why don't we think about lack of hooking/hook spreading incentive?

    Because either it'll tank killer winrates and prove that tunnelling was just creating an illusion of balance and force BHVR to acknowledge your point of view and do something meaningful to help killers along…

    if we see players giving up much less, lasting much more than 20s in chase and actually having proper gamesense and macro knowledge and tunneling still keeps yielding very good results, then we can talk about it being "broken" or similar stuff.

    Or it'll do jack for the winrates, proving that tunnelling wasn't necessary at all.

    to actually prove it, go and play an M1 killer against a decent survivor team and see for yourself :)

    This is far from constructive, my friend.

    We're all here because we love the game and want to see it flourish. Even when we disagree on the methods, there is no reason to act so adversarial.

  • @Iron_Cutlass said:

    After making my thread on Hex: Thrill Of The Hunt, I think it is only fair to address Shoulder The Burden and how poorly designed it is.

    Shoulder The Burden can completely changed the way that the game is played, it outright removes tunneling and, by proxy, can remove a lot of the pressure the Killer can generate through hooking certain Survivors. To put in bluntly, Survivors who would be dead wont be, since it forces hooks to be spread out, even in cases where tunneling does or does not occur.

    Fundamentally, Shoulder The Burden in an incredibly strong perk, that (in my opinion) leans far too heavily into exchanging hook states and can punish Killers in many cases where tunneling does not occur, and (in some cases where tunneling does occur) can often lead to the tunnel target being changed since it is (often) unlikely for there to be multiple Survivors running this perk.

    This is ignoring the elephant in the room… Survive With Friends v Solo Queue…

    This perk's effectiveness in SoloQ is (most of the time) outright useless. You trade a hook state for your teammate only for them to still die in 10 seconds because they used their on-hit speed boost to run into a tree. The quality of your teammates cannot be ensured and this perk can sometimes often be a detriment by giving the Killer a free exposed on yourself.

    Furthermore, Shoulder The Burden's main strength involves coordination. Knowing when and where to use the perk is important and having information from teammates can result in more effective usage of this perk. There are many cases where Shoulder The Burden would be amazing in SoloQ but a teammate snags the unhook before you can even get a chance to use the perk; yes "pre-game chat" exists but not all players can see it (such as Console players).

    This just leads to Shoulder The Burden being a really strong perk in SWF and niche/situation in SoloQ and rather than solving the issue of tunneling it only solves it for a select portion of the Survivor playerbase (which arguably dont need that increased strength anyways). SoloQ has always struggled in comparison to SWF and I really hate to see the gap get widened by poorly designed perks.

    So what's the take away from this?

    Well, Shoulder the Burden is fundamentally flawed solely from a design perspective, and I really think it comes at the core of the perk itself. I think it would either take a massive rework or changes to make this perk fit into the meta without being overly strong in SWFs and/or without being overly useless in SoloQ.

    I wish I could propose a better solution or idea, or something overall more constructive, but I honestly dont know what BHVR could do to exactly fix this issue.

    Honestly, I was feeling the opposite from my experiences.

    I've seen loads of survivors charitably "Shoulder The Burden" only to be knocked to the floor and placed on a Hook - being sacrificed without so much as a chase, or going into Phase 2 as if the entire exchange was a hiccup.

    The Exposure effect has a massive drawback, and it's scarcely utilized in a permutation of any match where the person who brought the perk has 0 hook states, and the person they are unhooking has 2. Even so, the Exposure addition makes such unhooks very risky. With the Killer Meta revolving around high mobility and oppressive chase mechanics (Such as Blight, Nurse, and Spirit) that target is often punitive.

    Played around with the perk a little. Played in matches with teammates trying to get the perk to work (Often failing). Mostly played against it as Killer, and didn't feel much more than mild surprise and annoyance [Like watching a survivor Dead Hard prematurely in the open]

    To be frank, I've played against very strong perks and very potent items. Prove Thyself with Commodious Toolbox can slam a gen in a blink. A Survivor with Windows and Lithe can string chases together very efficiently. I've been in many matches where a survivor using Sprint Burst well has saved their life, and perhaps even their team. I've had competitive Slug-Fests where a single Unbreakable turned a surefire W into a 4-out L.

    Survivor perks are allowed to be strong, they are allowed to be effective.

    Seeing Shoulder The Burden turn a W into an L isn't impossible, it's affected a few of my matches, but then again so has Dramaturgy, and I don't get upset just because someone used a perk well and benefitted from it.

    STB Can backfire and turn a hook exchange into certain doom. It can put a cocky looper onto the backfoot after the overestimate themselves. It can accidentally turn a 4 man out into a 2 man out if misused - if used at all. And yes, if used in the rare - ideal circumstances - a house of cards built on tunneling a single survivor will crumble. That's what it's designed to do, and if the survivor uses it well, it should work.

    If STB is single-handedly decimating a player's games, that player is relying far too much on a single aspect of the Killer experience and will have to learn how to branch out and play in new ways.

  • It's a tough ask, because of the more bombastic characters.

    Would the Killer be a Splicer? Lots of people would be sad to see it.

    Bouncer? Big and lumbering - very difficult to animate right, and would be a challenge to balance

    Rosie? Can't have them shooting rivets. Fits the MO otherwise but would cause problems with balancing.

    Rumbler? Not recognizable enough.

    Alpha/Delta? A lot more recognizable, but also not an antagonist well associated with the series.

    Big Sister? Probably the best option, although there would be problems with implementation.

    Finally, the elephant in the room.

    Bioshock has a lot of children in it.

    Children are a large part of the story - helping them or murdering them in a society completely designed around murdering helpless little girls.

    While I'm sure that some finesse could soothe the shock of bringing something that disturbing to our DbD platform - the presence of any of the primary Big Daddy characters without Little Sisters feels somewhat hollow.

    It's possible to immerse the maps in an "under water" filter and make the Big Daddy move at 92% while survivors move at 80% - give them air tanks to manage as if the realm is under water.

    It's possible to put sea slugs around and have some sort of "Plasmid" system similar to Vecna's loot.

    It's possible to have survivors "Save" Little Sisters to remove the Big Daddy's power.

    It's possible to give Survivors control over particular props (Such as turrets) to turn the tides against an otherwise unstoppable Big Daddy.

    But, all of this potential would pale in comparison to the balancing act and cultural surgery needed to embody the Bioshock franchise within a DbD incarnation.

    I'd love to see what a concentrated team from BHVR's best and brightest could come up with - although I must be honest, I think that a Bioshock crossover would be doomed from the start. There's just no way to create a product that does the original property respect while also making it viable for this experience.

    Maybe seeing some skins (Like the Unknown becoming a Spider Splicer or something) - but I cannot imagine it being done in a way that works out.

    • Chaos Shuffle - is a dream mode of mine - but it really only made me realize just how BAD the OVERWHELMING MAJORITY of this game's content is. I love BHVR and honor them for carefully cultivating this game over the years, and I respect them by acknowledging that 2/3rds of the perks on offer (for either side) are straight D tier or lower garbage. I'd like even more randomness - but they need to do some massive overhauls on perks and core content before the game mode is anything more than a self-troll gambling machine.
    • Lights Out - Fun and interesting, but very lacking. The atmospheric element is strong, but matches play out very similarly, making it fizzle quickly.
    • My Little Oni - Hilarious as HECK! I really loved playing it, although I think it's good for little more than a few laughs and a quick retirement. I can't imagine it being around for longer than two weeks, but I also can't imagine playing it for longer than 2 hours.
    • 2 vs 8 - I get to play Killer with my best friends, and I can invite an entire congo-line of buddies to run around as Survivor with me. It's just intense enough for us all to laugh, and just silly enough for all of us not to care about the results. Many fond memories came out of this last rollout, and I'm very thankful to the event devs behind the scenes for being wizards and making the dream-work happen.
  • The range isn't the problem - it's the fact they arent destroyed when snuffed.

    If they were destroyed when snuffed by default, then their abilities could be more potent.

    As it stands, just about every perk sucks because the abilities are hardly there, the buffs stink, and the range is minimal.
    Honestly, increasing the POWER of each perk would be far more attractive than the range.

    I'd rather have a better version of Dark Theory or Exponential that worked inside of the radius at the cost of risking the perk slot - than having the same D tier perks spread over a marginally larger zone.

  • Maybe, but honestly - it's not the duration, it's the debuff and cooldown.

    Make it last for 16/24/32 seconds and reveal the Killer's aura to all survivors for 4 seconds.

    Buff the Blindness effect. Idc, call it something different. "Charred" or something idk.

    If the perk not only removed the Killer's ability to see auras, but also to see the portrait of survivors and the HUD elements of their perk… that would be strong enough to make for some very potent plays, especially in coordination.

  • She's my personal main.
    She's a strong character, she doesn't back down for a challenge, she's a self made woman, she's charitable - hardworking.

    She looks great and has some adorable cosmetics.

    Solidarity is often overrated, Head On is loads of fun, and Poised is… uhh… well she has 2 alright perks!

  • It's not even a competition - idk how they'd do it, but if they could…

  • Anything beyond 2.8s is way too much. While it may be natural, it's grating.

    The natural thing would be for all survivors to be constantly screeching in guttural agony at all times - visceral horror and yelps of death squeezing from their lungs with all the might a human body can muster.

    But this is a game.

    There's a reason voice actors give comical 'Off ouch ah!' audio when they are immolated in other games - because being doused in liquid flame produces nightmare fuel screams - and that's not why we're here.

  • If you're wondering if she's worth it - then no.

    The pros are obvious: Cute survivor skin, great cosmetic options.

    If that isn't enough to get you to go for it - consider this:
    Wicked is a meme perk

    I:WoS is a self-nerf perk

    SIS is a niche perk that may screw you over.

    and, to top it all off, many Killers seem to tunnel Sables with hatred for some reason. Same with Leon, I've noticed.

    If you're not going gaga for the goth, give her a miss.

  • Solid chapter with a solid Killer and a cute Survivor model that the community has eagerly accepted.

  • Here's what I propose:

    Give her 4 unique drones with different names: A,B,C,D.

    Cycle through drones to select.

    Drone A is the "in chase" drone BHVR wanted her to have. Plop this one down in chase to hinder survivors and scan them - zapping them with a claw trap if they linger.

    Drone B is a defensive drone, sort of like the original concept, where she gets Undetectable and a little speed boost in its zone.

    Drone C is the drone a lot probably wanted - where it has a friggin GUN. It slowly sweeps and takes a moment to lock line-of site, but if it locks - it shoots out a claw trap and damages the Survivor. If the drone sees a nearby pallet, it dives into it and blows up to destroy it.

    Drone D is the lore accurate one that kinda wanders around looking for survivors in a small radius (sort of like a Nemi Zombie) and starts following them with a spotlight, making alarms and revealing them once found.

    Each drone has a different cooldown and returns to the Skull Merchant at different speeds when recalled.

    Survivors get claw traps when they are scanned by drones or deactivate one.

    I'd find this iteration of the SM much more interesting to play as and against, personally.

  • Easiest choice in the West.

    While I love Iron Maiden on Huntress for the gainful side effect - it's pitting 2 hyper-niche 0 value perks onto a very solid, consistent, and lovely information perk.

  • I don't think it's a competition.

    Haunted Grounds doesn't work in many cases - survivors dont cleanse it, survivors are injured (making it pointless), survivors hide and simply delay, Survivors play safe and pre-throw pallets for a few seconds. Snore. When it does cook, it cleans out the kitchen - but most of the time I'm just panicking trying to siphon value out of it when it pops [which is almost never at a good time]

    Rancor is a hilarious perk, albeit a mean spirited one. The information aspect of it - at this point - is very poor. Bitter Murmur is better, and even so - most of the time when a gen pops you have a good idea where people are. Getting to off someone at the end game and allowing this perk to turn into those silly "AFK Dredge" builds is hilarious

    Spirit Fury is the only one of her perks that isn't so niche - and provides consistent value. It's best against SoloQ players with limited communication - and low-snowball Killers that do not encourage pre-dropping works best. Everyone breaks pallets and everyone gets stunned (Except the Nurse, but we don't talk about her) So being able to reliably power up the perk and astonish an unlucky survivor by negating the area denial of a pallet stun - whilst saving the time breaking it, it's very, very strong. In addition, respecting pallets can allow you to keep the 'surprise' for the perfect time: coming in clutch for the perfect down, or so you can lunge under a god-pallet to deny the lost chase!

  • Blood Warden can come in clutch… sometimes.

    Everyone likes it for the idea - the dream, but let's take a step back and actually think about its use. Everyone 99% gates these days, and if they open them up - it's often because they're in a good spot. The duration is pretty low and there isn't much to run off of. In an ideal situation it can get you 2 more kills or so, or at least make 3 survivors quiver in their boots - but more often than not it simply isn't a factor, and when it does fire, survivors are often comfortable waiting it out. It's a massive gamble for what equates to a single ambush opportunity and half a gen's worth of chase.

    Remember Me is kinda lame and promotes toxic behavior. Because it has an in-born counter by letting the Obsession cut through the slowed Gate time, it encourages Killer players to tunnel the Obsession at all costs before End Game begins. Otherwise, it adds a few seconds to the Exit Gates, which already open pretty quickly. It can squeeze out a 4k when the last survivor is trying a gate, or trip up some desperate survivors clambering to the wrong side of a map for escape. More often than not you're away dealing with someone else and the perk isn't a meaningful factor - or you wiped the team before the gates were powered anyway.

    Fire Up is kinda weak, but it at least has an effect. It gives you a little cushion on break and vault actions in chase. Not enough to make a major difference, but you can feel it - it's nice.

    Personally, I'd rather bring a perk that gives me a tiny bit of cushion consistently throughout a match rather than two perks that maybe kinda sorta perhaps might give a bit of value when I expect it the least.

  • @menacing_goose said:

    how is it that tunneling is seen as a valid strategy to play off of but survivors running anti tunnel is crutch I’m obviously looking at this from survivor perspective so I need to understand from killers cuz personally I just see running anti tunnel as a means to safely play the game and go into a match which I find stupid in the first place because I shouldn’t feel I need a certain type of perk to play the game. I completely understand tunneling if you’re having a rough match to get pressure back and won’t even blame someone for it but there’s many people who tunnel at 5 gens like winstreakers, “comp” players etc. so it doesn’t make sense to me how running anti tunnel is crutch when tunneling is so commonly seen and played off as a strat when survivors have less control over whether or not their killer is gonna tunnel. You can be tunneled for being the weak link or if the killer takes a bad chase on you so it’s not like there’s an in between so I just want to hear from a couple killer main perspectives

    I don't personally believe tunneling is a "valid" strategy by most means, and I have not seen a lot of discussion around anti-tunnel perks (Such as OTR and DS) being considered "crutches".

    Tunneling is a byproduct of the asymmetrical design of Dead By Daylight. We like to talk about a lot of natural things in matches such as chases, powers, maps, looping, and information to see the point-by-point aspects of how matches are determined, but the truth is that only one factor matters: "GENERATOR EFFICIENCY"

    Let's take a quick step back.

    The point of balance from matches in Dead By Daylight comes from the fact that it is simultaneously Killer sided and Survivor sided - but at different times. At the beginning of a Trial, the matches are Survivor sided by rote: Survivors have all of their resources, have all the pallets upright and unused, and all 4 survivors are working on generators. It is the Killer's job to SEIZE this momentum. By burning through resources such as pallets, health/hook states, and item charges - Killers attain the upper hand and eventually sap the reigns away from Survivors. Sometimes it's a Shape using T3 to down the entire team during a poor-timed hook state at 1 gen. Sometimes it's 3 hooks and a hatch game by a very talented Nurse at 4 gens. This is how the game's core is designed.

    It's important to remember - time is on the KILLER'S side, but Survivor's COMMAND THE CLOCK!

    Back to GENERATOR EFFICIENCY.

    Survivors must complete 450 charges of generator repair to power the exit and escape - if all survivors are on generators, this goes by at 4c/s. If they could teleport from one gen to the next - it would only take 113 seconds to finish them all. Chasing one survivor lowers this to 3c/s - taking 150s to complete. Nice. But hooking that survivor means that the Killer can force another survivor to save while they chase a third, lowering generator efficiency to 1c/s - taking Survivors 450s to complete.

    And so here is the dilemma.

    So, why is tunneling "Valid"? Why do we see streamers and sweat-lords resort to tunneling, yet why are anti-tunnel perks so infrequent at higher pools of play.

    Killer players will Tunnel because it, primarily, FORCES survivors to engage in a 1c/s efficiency if they leave their tunnel for a short time, and a 2c/s if they power tunnel. Here's the kicker - once that first survivor is gone, the potential for the Killer is heightened. Hooking another survivor in a 3 only team doesn't drop it to 1c/s, but potentially 0. The first hook may lower the efficiency of survivors to the pint where a match can take 7 minutes instead of 2, but tunneling one out can turn a 7 minute clock into an infinite one.

    But, why is it NOT Valid?

    Because survivors can hang for 70 seconds per phase. Keen teams know when to let their buddies hang and power through gens, or when to swoop in for a quick save and heal. High level teams are comfortable injured and spend less time on health states, and more time repairing - increasing their overall efficiency. When Killer's go up against confident, competent, and well coordinated teams - they can continue to keep the overall repair efficiency of their team high in spite of setbacks such as health states, slugging, or teammates on hooks.

    TL;DR

    Tunneling may be used as a tool to lower survivor efficiency, but it's not nearly as strong when survivors are efficient at loops, counter Killer gameplay, keep themselves healed when they need it, and power through gens without issue.

    Anti-Camping perks, thus, are not the favorite picks of aggressive, well coordinated players - because the amount of hard camping/tunneling in higher skill levels is less of an issue. Players often know how to bleed Killers time with taking hits, exchanging hooks, and enticing the Killer away by promising a very tough chase.

    When a survivor brings multiple anti-tunnel perks, it typically indicates one of two things: that they're not super confident in their chase ability, or they're used to going against lower quality Killer players.

    Anti-Tunnel are great options for survivor. If you have a team that knows what they're doing and are going against a quality Killer, you probably won't need them. The stigma around them is false, and the ire is likely coming from stuffy Killers that want to tunnel. The better your teammates get, the less you will feel the need to bring builds like DS/OTR/DH/WOO and will feel more confident bringing more general quality builds like RESIL/DV/ADR/UB.

    At the end of the day, play with whatever perks work best with you - that make you feel good and that you can have fun with.

    If anyone calls your perks "crutch" perks or makes fun of you for it - ignore them. They're just salty over nothing. :)

  • Devs should take the tone of the game seriously.

    They generally have, but some cosmetics are questionable at best.

  • 0 - Stike-Out

    1 - Bogie

    2 - Par

    3 - Birdie

    4 - Eagle

  • He's good against noobs and can get hits at loops nobody else can, but he has bad mobility and vaults mess him up in a bad way.

  • The primary issue we see with the perk is when it is abused at high level play... but I personally think that "abusing" the perk for its benefit is much better than having it languish away with hardly being viable at all.


    Here is my proposed change:

    Make it take 20s flat to heal one's self (With a medkit)

    Self Care:

    You’ve tended your own wounds enough times to know how to get the job done with all but nothing.

    Able to heal yourself at any time. Self heal at 20/30/40% increased speed. Increased Medkit efficiency on self-heal by 20%.

    ’It won’t scar so badly if you treat it quickly!’ – Claudette Morel”


    This will make it less viable without a Medkit, but still good.

    50 second heal from full without a Medkit.14 second heal with one with a little juice in the tank for the next one. It works as intended, but is more valuable as both a personal aid tool and an altruistic one.

    in Selfcare Comment by Valik
  • I feel like the matches on this map are fun and often engaging - however I do believe the main building should be looked at, as there are too many easy escapes for survivors at times - cutting off one or more of them while making the small "outpost" building stronger would be good.

  • Once survivors finish one or two generators around the main building the match is over - so killers are encouraged to stay around that end of the map. The predictable and concise nature of that gen spawn logic betrays the map and often gets brave survivors in trouble, and rewards boring killer methodology.

  • I believe while relatively balanced, the map is slightly Survivor sided, and there's only one reason for that: The generator locations.

    So long as survivors repair ONE of the generators on each side it becomes far more difficult for the killer to patrol effectively. While the middle building is weak in general, it can be used effectively once the generator is completed.

    Killer players typically "pick a side" and allow the opposite end to be completed while they hold one area, because once survivors have broken a cluster of 3-4 gens, they become incredibly hard to defend - especially for low mobility killers.

    I believe some folks might say it's Killer Sided due to this defensive strategy and how quickly survivors might burn through pallets - but I personally believe that it is more survivor sided so long as they play with intention. The generator spread means that Killers are encouraged to play scummy and selfishly to maximize their chances in the late game, while survivors greatly benefit from spreading out. If survivors are smart with their first two gens and don't get greedy, it becomes difficult to make a comeback as Killer with the lengthy patrols.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387208#Comment_3387208

    Reminder I wasn't the one who started the discussion, I posted my opinion on the thread last month and left it at that so don't act like it was me coming into the thread trying to explain to people why they are wrong when I was simply replying to people who quoted me to begin with.

    Nowhere did I say my opinion was better or worse then anyone elses, I just said all the "evidence" that people are choosing to believe is completely circumstancial and inconclusive. Nobody has any actual proof that this is what happened as I keep saying. I still don't understand why people choose to believe it when there's little to back it up.

    Of course, you can believe whatever you want, doesn't bother me - but when asked for proof, if you can't provide any then the opinion can't exactly hold up to scrutiny. I respect other people's right to hold opinions, but that doesn't mean I won't dispute when they're saying something that (imo) has many flaws with it. That's just how it goes, if you find that disrespectful then I'm afraid there's nothing more for me to say on that.

    As for the video, you can't just brush it off as "he's lying and he's not talking about Tools of Torment so it's irrelevant". He was straight up asked plain and simple "Does BHVR reuse licensed chapters that didn't go through" And he said "No.". Whether you believe it or not is up to you but it's far more believable and logical that it's the truth of the matter.

    Also "BHVR wasn't working on the Knight in early 2022", I can't post the proof to the contrary because I'll get in trouble but go do your own research. You will find evidence dating back to April of 2022. It's true and it happened.

    End of the day though, it doesn't matter. Failed predator or not, The Chapter is a flop with little redeeming qualities in the eyes of most people.

    Honestly, what's the point in replying if you didn't take the time to read what was said.

    Next time, don't skim or you might sound a little silly.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384172#Comment_3384172

    I don't believe it because the only 'evidence' there is, is extremely circumstancial.

    I also don't believe BHVR would start making content for a licensed chapter only to change it to original because of some... Coincidental, unconfirmed and undocumented "backing out" from the license holders of the Predator IP.

    Another thing, BHVR has several chapters in the works at once months ahead of when they are scheduled to release - this is a proven fact because not only have BHVR themselves confirmed it but we knew about Knight wayy before he was released so the question is IF Skull Merchant was a "failed predator" then why would they recycle it and release it instead of saving it for when they actually secured the rights?

    They would've had other chapters in the works at the time, so it can't be because they put all this time and effort into it and needed something to release.

    I don't get why people are so attached to this theory and cling to it.

    BHVR made a mediocre/bad chapter, no point dwelling on it since it's not going anywhere

    Don't take my word for it though, you can hear it from the head of partnerships himself - Mcote:

    https://youtu.be/RO5Y_XJ9X9k?t=769

    I timestamped it for you.

    My friend, I don't think you're really understanding what I'm saying.

    There's a clear communication issue here between us.


    1.) This is a poll. It is about what we as individuals BELIEVE. I believe something based on what I know and understand, you believe something different based on what you know and understand. It is good to discuss our differences and see the other side of the table, but it is unbecoming to try and combat other viewpoints or discredit them wholesale. It seems like you have a particular disdain for even the mere suggestion that a chapter MAY have been handled a certain way. None of us here actually worked on the project, so none of us know with absolute certainty - but saying that because there is no concrete evidence that my opinions are somehow invalid or lesser than your own - which are equally as devoid of direct evidence - is no way to conduct one's self.


    2.) I apologize if I miscommunicated, but it is not so simply a 'backing out' of any sort. To back out of a deal, things must be agreed on beforehand and interests must be 'in'. Time, effort, and budget can go towards a deal that never materializes. The music industry works much this way too - where artists create music for IPs that do not actually get accepted in the end, where film productions get the budget and power to pursue a particular vision only to be reallocated during pre-production due to their inability to secure a partnership. I really do want to emphasize to you that this is simply how the world works, it is a real and legitimate part of production where the business side must start a project and land it within a particular launch window... but must also be flexible with what that project may become. Especially after Stranger Things, it is a near impossibility that Behavior does not have generic assets lined up for partnerships that do not renew - or even may back up mid development. It's just a reality of business. If this is or is not what happened here is up for debate, it is entirely possible that this has never happened in Behavior at any point, but to treat it like some sort of conspiracy theory is absurd.


    3.) You're trying to explain to me that products do not have set release dates or launch windows on the business side because... they were working on the Knight long before his release? This is not evidence in the least. If I leave my house an hour early to get to work on time, being on the road half an hour before my shift is not evidence that I don't have a set time to arrive at work. it takes a lot of effort to create these chapters and a lot of elements have to align properly. They did not start work on the Knight halfway through 2022, that would have been insane.


    4.) You ask "Why wouldn't they just WAIT for the next opportunity to make it a predator IP?" - It's because that's no way to run a business? Why shelf a product that's ready to ship? If Q1 is fast approaching, which project are you going to focus on - the one that's almost done, or one that needs several months of crunch to get to where it needs to be? I really don't understand what the point of this line of thought is - as if Behavior just comes up with these projects one after another and crunches them out in a number of weeks. As the interview says for itself - They'll tweak and make changes to give the chapter an identity of its own and preserve many of the initial ideas for next time - but they're not going to do things like scrap prototypes or start anew with everything from the ground up. If the contention is that "If the Predator IP fell through, why don't they just change everything and then wait for the next opportunity to do things 'right'?" - then we're both agreeing indirectly at that point.


    5.) "I don't see why people are so attached to-" My brother in Christ join me as we look in the mirror. We are here expressing our lines of thought and you seem to be convinced that in sharing what you believe, that everyone else should simply bow to the self-appointed superiority of your opinion. There are a lot of business and production reasons why it is POSSIBLE for this to have been a Predator IP at some point... and the overwhelming quantity of overlap between this half-baked chapter and the Predator IP is convincing in and of itself. Is it true or false? None of us can tell for certain because we were not there during development. Some will think that there's a good chance of it, others will think it improbable at best. But suggesting that one side is completely unrealistic or illogical and emphasizing that you alone might be correct - that others simply 'cling to it' in some lowly way while you stand by your own ideals - it is the definition of inflexibility and hypocrisy. You are better than this.


    6.) I appreciate the video and link. But as others have pointed out, Mathieu Cote is a professional having to steer this ship. Not only is it in his best interest to bend the truth, but as someone who has worked with a customer facing management position - at times your lips are going to be sealed from corporate or legal obligation. You're interviewing a guy who's entire livelihood and career is tied up in a lot of Professional Agreements and NDAs. While I don't think anyone would assume that a misspoken word would cost him his job, I believe we can all agree that Cote is a seasoned professional that likely knows better than to land himself in hot water with saying too much in an interview. Your video is a wonderful addition - but it is sadly made irrelevant for three primary reasons:

    • This is a slightly heated topic and no professional would come out in an interview and sell out their partners or disclose confidential business agreements with third parties. Not only would it be unprofessional and against their best interests, but they have no obligation to do so.
    • In this interview, Mathieu himself was deliberate in talking about powers and the identities of each character through gameplay. "bespoke" as he called it - which is not what is in question. The contention is that during pre-production at some point this may have been aimed towards being a Predator IP, not if the power itself was 100% going to belong to The Predator. Cote indicates that they have a veritable toybox of powers to use, so why burn the perfect IP power on an original when they can swap out the power with one less fitting from the toybox? This is a good point against the prospective Predator IP intending to have drones (Which don't fit perfectly) but that was never the point. The point was "Maybe they wanted it to become a Predator IP and Behavior just took the guts of what they were doing and made it this drone lady instead?" Which is not at all disproven by his statement. He clearly says that licensing is sometimes a "hard pass" from the holders, and that instead of using the perfect power for those potential Killers, they use a different one (however so) that they had on paper. This has nothing to do with the potential pre-production of the chapter.
    • This interview was in October 2021. It has nothing to do with the Tools of Torment expansion. It might be relevant if they were speaking specifically about this project, but they were not speaking of it nor about anything relevant to the discussion.

    7.) Finally, my friend. I think I have gone on enough. I respect your opinions and points of view. You are clearly an intelligent and reasonable individual. You are not doing yourself any favors by speaking as though your perspective is more valuable or reasonable than others; using the words that you have is telling and unbecoming. I hope that you respect the convictions and perspectives of others instead of trying to explain to them why their thoughts are wrong and not being particularly convincing at any rate.

    Have a good day, see you in the fog.

  • I don't recall ever accusing you.

    If anything you should be agreeing with me.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384072#Comment_3384072

    I really do not buy it, there's absolutely 0 proof this is what happened. Every link to "Predator" is either a choice of wording, comparisons in design and that's it. There's no concrete evidence BHVR was in talks with the license holder and that it fell apart for one reason or another.

    Also, maybe you've worked for companies where that's their work process but there's not a chance in hell BHVR repurposed a Predator chapter and it became Tools of Torment.

    The more logical explanation has always been that BHVR created a chapter that they thought people would like and they didn't. it can happen - Look at Twins. When Twins flopped people didn't say they were a repurposed Chucky concept.

    I love the theories people come up with but let's face it - reality is often disappointing.

    I'm not saying that this is exactly what happened, but you have to understand that this is how business works.

    You're basically saying that no song has ever been repackaged due to a label fall-through, or that multi-billion dollar companies just burn money on scrapped projects.


    District 9 is a movie. It exists. Do you know why it exists? Because they started working on a Halo movie and Microsoft didn't play ball. They started the ball rolling and got money, talent, and effort thrown in behind it - then it turned into a new project after the initial idea fell through.

    I do appreciate your kind words in protest, but I really don't understand why even the POSSIBILITY is an impossibility for you to admit.

    Given my experiences, as limited as they are, in the field of production - knowing how these things go through - it seems highly likely that at some point during development Tools Of Torment was aimed towards being a Predator tie-in.

    And I honestly don't know why you're willing to accept that it can be possible everywhere else, but when it comes to BHVR being a professional company, you're saying that "There's no way in hell" ???

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384016#Comment_3384016

    The food analogy really doesn't work here, we're talking about partnerships and deals with intellectual property ownership which is a complicated legal process, contracts have to be signed and there can be serious legal reprecussions if things go wrong.

    There's no way BHVR would ever make content for a license when the contract hasn't been agreed upon and signed because once that happens, that is when everything is essentially finalised and ready to go.

    As much flak as the developers get, the team they have working and managing their partnerships do a stellar job.

    I am 1000% confident that BHVR wouldn't create content without a contract being signed, it makes absolutely no sense. You don't start producing when the thing you're producing hasn't even been fully approved.

    Things don't typically work like that. Talks are long, business meetings go through.

    "What will this look like?" "Can we see how this will be displayed?" "What do your numbers say about this or that?"

    Deals like this don't happen with a phone call or mailing money - a lot of interconnected parts have to be set in motion and checked.

    Processes start, there is velocity, momentum, and agreements - but there's also a lot of opportunity for things to fail and the deal to crumble.

    For instance:

    "CEO, we have been in discussions with the legal team over at 20'th Century. We believe that for our DLC package arriving in Q1 we will have the Predator IP secured"

    = "Good, we need months to work on this and a lot of effort, marketing companies will be called in January to prep for the rollout and Christmas is fast approaching, do you know what the deal looks like?"

    "They are optimistic, but they're still in talks with the holders regarding the pricing - they're quite stubborn about the potential shift in the perception of their product, especially after their recent cinematic release."

    = "Damn... if we don't start work on it now, it won't be ready in time for the end of Q1 2023. Start working on the chapter as an original, have some vertical slices to show the investors and the holders. If they back out later, we cannot jeopardize the release."


    Behavior has the rights to their work - 20th Century doesn't have the rights to Behaviot's work and if they declined the license, there's really no way they can legally challenge the company.

    Start making the product with an end goal in sight. If you cannot secure the juicy license, bake it into a different pie and release it as an original.

    Behavior is a software development company with shareholders and salaries to pay. The trains will run on time. They now what's going to be happening later on this year and have, without a doubt, already taken steps to arrive at that conclusion. Things may change on the surface (Gender, height, tools, cosmetics, lore) but you have to start prototyping with a goal to chase.


    The thing I'm really hoping you understand is this:

    Approval isn't the be-all-end-all.

    Product is the be-all-end-all.

    It takes months to get legal work done for a license to be drafted and take effect. It takes months to design and integrate the content into the game. There is no possible way that Behavior is unprofessional enough not to have backup plans and failsafes in order.

    If they intend to have an ALIENS chapter in November or something, they're working on the content now. If the deal falls apart, the effort and content will be released - just not with the licensed aspects.

    Behavior will ship their DLC package in the fiscal quarter that the executives have set before them. There will, under no circumstances, be a cancellation due to legal shortfalls.

  • I will buy something from Behavior when they release a good product.

    If they do not release a good product, they will not get money.


    People who pressure others into knowingly buying bad product to 'support the creator' are not in good grace, nor in proper standing.


    No soul alive should ever feel pressured to buy a bad product for "Support" reasons.

    Behavior is not a charity case, they have more than 4 ways they get money from their game.

    If they did something wrong, don't buy it. When they do something right, do buy it.


    If you like the Skull Merchant, good - buy it!

    If you don't like the Skull Merchant, good - don't buy it!


    Trying to bully, plead, or otherwise coerce someone to not buy something they enjoy - or buy something they don't is not any proper way to conduct one's self.

  • There's no accounting for fun.


    Players are like water, they follow the path of least resistance.

    And so there are two bodies of players to keep tabs on:

    1 - Folks who will find the most optimal way to have fun. The most interesting perks and the most impressive plays.

    2 - Folks who will find the most optimal way to win. The most time efficient perks and items to crush the opponent.


    The devs struggle understanding and identifying the two things - which are occasionally intertwined.

    It is a sad truth that numbers can be hard to discern for a massively complex game with a combinatory explosion of interactions in each and every trial - but it seems clear that meta player (Those in group two) are indistinguishable from the others in the devs minds.

    1 & 2 are the same.


    If you want to have fun playing HillBilly so you bring the two attachments that allow you to have fun - it will be treated as a meta pick. Nerf time.

    If you bring Dead Hard because you know how to use it well enough to squeeze value out of it until you win - it will be treated as a meta pick. Nerf time.


    There is no difference between 'too strong' and 'fun'

    The only satisfactory status in this game is 'Underwhelming' which is a horrifically entropic approach to game design.

  • The first thing they teach you in College Statistics is that numbers will lie, and that your objective in statistics is not mere math - but to find truth in the midst of a lot of lying numbers.


    Behavior has a problem where they use flat numbers and graphs to determine what is true - but do not look any deeper.

    Their own systems to extract knowledge from the game lies to them, and they lack the aptitude and the gameplay experience to see otherwise.

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