adaw0ng
adaw0ng
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At least some people will be able to get some adepts and 4 tombstones achievements now without fun police dcing just to ruin it out for somebody.
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@Shroompy said:
Like I understand not wanting voice chat in a game because you want to avoid toxicity, but to this day I have not seen a game where disabling VC wasn't an option.
Its just as dumb as people who complain about the endgame chat. Don't like it? just turn it off. Plain and simple.
But that will most likely affect data in regards of solo Q. “How does solo Q still struggle even with Voice chat feature?” Well because nobody wants to use it because all the get is kids yelling, others saying offensive terms and every single game it’s being put to use the moderation team verifies at least one report regarding the usage of slurs, etc etc etc. Voice chat will never solve any issue with the game, not only for this I pointed out, but also for language barriers for example. There is a lot of people who won’t feel comfortable talking in English or can’t even speak it, will not understand terms used in other language other than their own, and so on. A proper ping/quote system with pre fixed commands such as “I’ll unhook!”, “I’m fine on my own!” to know somebody has a perk such as DS or Power Struggle+FlipFlop, “help me!” To know somebody wants to be helped with a hit take, etc. would be the closest solution to what gives a barrier between solo Q and premade team. Then base aura perks could be discussed, too.
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Voice chat in any shape or form will never be the solution to anything in this game. The biggest part of the community will not use voice chat, and those who will use it will use it for other purposes other than gameplay. You can see how bad it has worked in other games of the same genre (TCM, where the amount of clips of people using it to harass others and/or simply say slurs and stuff). In this game not everybody is on the same page, not everybody plays for 4000USD every match and it will even tier apart the community more to have people yelling at each other because of a bad play, a bad call out, etc. That's without the fact that it will take tons of effort to moderate. Please, only recently we got a feature to receive feedback on successful reports and it takes a lot of time already, I couldn't imagine how hard it would be for them to moderate and control what goes on in voice chat (which would include support for translation of every language to be sure what everybody could get to say there, so more staff they would need to make sure it works properly and there are no issues with languages).
Even in competitive games that everybody should be on the same page such as Overwatch most of the people don't use it every game nor interact with it and it's mostly used to be sassy and annoying to others.
The true solution would be a ping wheel accessible to everybody that would not give chance to any shape of harassment, easy to use and understand for everybody even between different languages since it works with the in-game language, etc. Most people don't want to talk to randoms in online games and feel unsafe doing so for several valid reasons, so please, understand it.
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They don’t want to introduce new slowdowns because most likely they’d excel on killers such as Nurse and Blight and would be used to overkill. Think that simple perks like Awakened Awareness were nerfed just because they were considered abusable on Nurse. Those killers will always hold back the strength of perks and will leave the rest being weaker, but makes it sure those stronger ones won’t over excel. Nurse, Blight (etc) hold the killer role back more than any other thing in the game, and when they get tuned down killer perks will be able to be stronger.
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They have killswitched very rapidly survivor perks that were allowing exploits (flashlight related ones when the locker exploit happened, Any Means when it allowed people to get outside of the map itself, etc.) Kill switched killers are killers that have a game breaking bug/exploit, such as now the Knight who could summon all 3 minions at once, Wesker when he could become literally invisible, and so on.
Trying to make not allowing exploits a side vs side argument and narrative is just wild. Since you don't enjoy the game as much anymore by what you say, please, take a break. It will help you tons with your mindset.
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You should probably ask Konami instead.
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end-game collapse could make anybody get an epileptic attack on that map and i'm not even kidding. the glowing red from end-game collapse overlaps on top of the bright red of the map and it's even painful to look at
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@glitchboi said:
I think the only thing Clown really needs is an extra bottle base-kit and maybe a +10% action speed boost when damaging generators, breaking pallets etc. while invigorated, and of course accessibility QoL changes to make him less nauseous to go against. That being said I think Clown is fine as is other than his iri add-ons, he's already unenjoyable to go against (but VERY fun to play as in my opinion).
I made a thread 2 years ago of possible changes that Clown could use, the most notable being the add-on concepts I had (aside from the Bottle of Chloroform change and exhaustion bottle add-on). The iridescent ones in particular are my favorite:
Tattoo's Middle Finger (UR)
The prized middle finger of a large tattooed man. Has a faint taste of machinery oil.
- Tonic Gas Clouds will now apply regression to generators.
Redhead's Pinky Finger is now replaced with Iridescent Finger Bracelet.
Iridescent Finger Bracelet (UR)
Kenneth's most prized possession. A bracelet with four of his favorite fingers attached to it.
- The Bottle Carrying capacity is capped to 3 bottles.
- Antidote Gas Clouds are automatically activated upon contact.
No regression to generators addon for Clown, please. I don’t want to see a new army of Clown Merchants throwing bottles at gens now that they’re going to tweak the ability to kick them (by the hint they gave).
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@The_Daydreamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616768#Comment_3616768
You are right - I am sorry. I did not read the saves. But yeah, Saves in any form do count as a stun too!
That’s what I thought! Regardless, yes, Smash Hit should work with any kind of stun (not Head on of course, and this would be impossible anyway since Head on is an exhaustion perk on its own and it would not stack). I believe this would make a lot more people considerate adding Smash Hit to their favorite builds and would help to create more variety with new fun combinations of perks.
Also for those who say “omg it’s 4 seconds speed boost” remember the stun animation takes like 1 second so in reality it’s still 3 seconds of speed just like all perks of the same category but Background Player.
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@The_Daydreamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616722#Comment_3616722
Flashlight / Bangs do not count as Stuns though. Only Blastmine stuns the killer while blinding him.
Really? I’ve gotten “stun the killer” archives by flashlight saving team mates I’d say, unless I remember wrong.
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I agree it works very clunky in a lot of scenarios during the game and it should be tweaked in some regards (some hooks next to stairs make it so easy to bypass the system, bar should fill up faster, it should be shown to teammates in the HUD, etc.), maybe even make the % of the bar mean the % of chance a survivor has to yeet off, this would remove annoying 4% kobes the killer could not do anything about and make it only a punishment for actually camping and cheese their way through the mechanic. However in end game once all gens are done it’s absolutely understandable why a killer would choose to just stand there and try to secure the hook since there is really nothing else for them to do anymore. It would be an absolute free escape if it worked in end game. It should be more strict during early and mid game, not in ene game.
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@TheRealConsent said:
Too strong for Decisive. Its going to lead to a FTP + Buckle Up type of meta, where the unhooked person will bodyblock with Off The Record, twice.
And when they finally go down, the Killer is in a lose-lose situation. If you wait, they have Unbreakable. If you pick up, you get slammed by DS, which is normally not too bad, but plus all that distance? No thanks. Im already annoyed by people who OBVIOUSLY have DS, and just try to make you tunnel. You know what i do to them? Literally just tunnel, since they only have DS once. Ask for it, and you'll get it.
Anti tunnel perks are supposed to be strong to discourage tunneling and punish killers for doing so, that was the whole point of DS being as strong as it used to be before its last nerf. The whole idea of the chance of survivors having it would make killers not risk tunneling in most situations and would respect it just in case. DS + Smash hit would be 10 times more fair than FTP + Buckle up (which isn’t fair at all). You could see killers respecting DS just out of fear the way survivors respect Pain res + DMS and get off the gens just in case before someone is hooked, or even Bloodwarden… Just in case, it’s good to respect scary perks, and these are not unfair perks the same way DS + Smash hit would not be unfair.
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I’d love this! Smash Hit would be a lovely until tunnel perk then when working with DS, and would make it more reliable against all killers in general. Would also work with Flashlight/bang saves since they class as a stun I believe, right?
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Yes, let's completely destroy the only item that keeps some people with the tiniest will to queue up solo. Complaining about self-healing after how tuned down it is is just wild.
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She doesn’t get haste for disabling drones, please read and understand how she works and you will get better at versing her then!
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We may have run into completely different RNG’s because all I see is 4-5 in main building area, most of the times with 3 gens inside the ship. I find it extremely easy to defend gens (and basement if you get it in main). The clutter part is true though!
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614686#Comment_3614686
I'm cautiously optimistic considering how decent the anti-facecamp ended up being in regards to not interrupting normal gameplay. However, one thing that does worry me is just how dependent many m1 killers are on being able to protect a 3 gen due to a lack of mobility to get around the map quicker. For example, if I'm playing Xeno, I don't feel like I need to try to protect a 3 gen - I can branch out since I can get around the map fine. However, on someone like Ghost Face or Myers, running off away from the 3 gen is practically a death sentence for your match. That being said, my biggest concern is that their 3 gen "solution" will make weak killers even weaker while not really affecting the stronger killers or killers with mobility - which is something BHVR has a terrible habit of doing (such as MFT).
This mechanic will hopefully and likely just prevent stationary games that take up to over 20-30 PLUS. Those games are just not interesting and are tedious to play… Hit and run has gotten insanely strong in the past couple of years-ish (especially after healing and medkit nerfs, haemorrhage buffs) and it’s a playstyle that stomps solo Q and is the most frustrating I’d say, that’s why there are also planned changed to mangled status effect, sloppy butcher and Onryo for the second time in less than a year (queen of hit and run). As a result of wanting to mitigate the strength of hit and run, 3 genning has to be touched and viceversa since those playstyles go hand by hand. I’m excited for the upcoming changes for the sake of the matches feeling smoother and not like a 9 to 5 shift, I am sure they will tweak numbers if needed once the feature is implemented to guarantee it only affects insanely and unnecessarily extended matches and not regular gameplay.
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Holding W away from loops will always save you against her power as soon as you see her deploying the drone, just like against Artist and many other killers. She won’t 3rd tick you if you learn how to manage the stacks you have. Sometimes it’s worth going on your own to a drone and getting injured when you know she is far, work on gens injured while your’re broken and then reset and this way you won’t get tagged by her drones directly next time you get in chase. She is strong of course, but a lot of people would figure out how to play against her if they didn’t give up instantly, trust. But you do you! The arguable issue imo is her ability to recall drones that are hacked since she is able to just replace them with a new one, that should probably be looked into and hacked drones should not be recallable until they are back active.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614633#Comment_3614633
I already said skull merchant was the exception. That's a specific killer issue.
And it can repeat itself in the future if they don't fix the problem at its source. Will make designing future killer powers (and perks) such a tedious and scary task since they could feel history could repeat itself. What they are going to implement is the best thing they could do, just give your feedback for tweaks and changes once it's out. We don't even know what it actually is going to be and people are already so catastrophic about it just like they were with the anti camping mechanic which turned out to be barely effective anyways.
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Old Skull Merchant was an issue, new one isn’t (or not more than any other killer could be at least). What situation makes her more oppressive that what for example Trapper or Plague could be? “Oh if I go there I get 3rd ticked and injured” well yes also do you if you step on a Trapper’s trap. “Oh I can’t loop this because she slows me” well yes also does Clown. I do not get how is she more problematic than any other killer of her same style.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614287#Comment_3614287
All that's well in theory, but it doesn't change the fact that it nukes two entire perk categories (gen-kick and remote regression, both of which will become limited if their "solution" is to be believed) and makes life much harder for trap/setup/slow Killers while voiding possible Survivor mistakes if they manage to be in a 3v1 at least in the last gen. Without being able to regress gens it is only a matter of time before Survivors eventually repair the gen percent per percent.
Blight and Nurse don't care if they can't kick gens, they patrol near-instantly and barely leave any repair time not to mention their chases are usually short. Mid/low-tier Killers however will suffer from this because it will mean that Survivors can do every safe gens without fear of a difficult ending.
MFT wasn't nerfed so that Killers "chased more", MFT was nerfed because M1 Killers were pulling their teeth chasing after people running it, Survivors were going just as fast as certain Killers with MFT and Hope together!
I hate Killers playing 3-gen chess from the start as much as anyone, but I'm not ready to approve something that will reduce Killer variety. I have no desire to face Blights and Nurses nearly every games and I don't want to be forced to play top-tier Killers in order to compete against decent Survivors.
Because what do you think will happen if gen defense with regression dies? Killers will slow gens the other way: tunnel aggressively even more than now. And I'm quite sure, at least I hope, that you don't want that to be the result.
Yes, the game will be unplayable for every killer but Nurse and Blight just like it was going to be when they introduced the anti-face camp mechanic, and when they introduced base kit bit, and when… Yes yes yes, we have heard that so many times yet here we are. Yes only now we will see slugging and tunneling, never seen those before either. These are the average games already on my MMR at least, so I will not notice anything different. If you are so disappointed in the (undisclosed) changes to combat 3 gens then blame those who play killer to watch paint drying after kicking a gen for the 20th time in 1 minute and it being neutralised as a problem for the current state of the game and the future since it will make the design of perks, maps and killer powers very limited. Fighting the problem at its source will allow the creation of new perks, maps and killer powers more flexible. If this was a thing when Old Skull Merchant released she would have never been reworked, and that (+ Old Eruption meta) probably enlightened them to realise something needs to be done so it won’t happen ever again in the future, which is very smart and a good decision for game health.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614179#Comment_3614179
I'm just saying, if the survivors 3 gunned themselves and can't break it, the match is over. Instead of a deadlock for an hour, the match should be forced to a close to everyone can move on to the next match. The survivors were unable to complete all the gens in a timely manner.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614287#Comment_3614287
Yes I have seen gens close to each other. That's why as a survivor, I always immediately run to the center area and begin focusing on those. I disregard edge gens every time. It's not that difficult to break a 3 gen early. The only killer I've ever had an issue with doing this strat against was original skull merchant. It's up to survivors to prevent endgame 3 gens. The killer can't chase everyone at once. Even if they camp it, the moment the killer chases someone off of a center gen, another survivor should be following up with repairs while the killer is chasing off the other.
I would love to see you breaking those 3 gens in some maps that spawn even closer that in that one famous video of the Skull Merchant holding the best team in the world for 50 minutes. I am so sure you would have done all gens in a timely manner since you seem to be that good (even in solo Q I would assume by how confident you are) and not recognise an issue with a lot of RNGs for gen spawns + how certain perks (current and future ones that would come) alongside killer powers (same. Current and future. And past in the case of old Skull Merchant). Some 3 gen spawns are as perturbing as some tiles/pallet spawns. If ones are looked into, it’s fair the others are too. Saying it’s on survivor’s fault to not be able to break a pre-set 3 gen without taking into account what RNG are we talking about is like blaming an m1 killer for not being able to get more than one kill on The Game map. So unserious and oblivious take.
So short sighted to not even think of how leaving the game as is in regards of 3gen’s situation limits the creativity for future perks and future killer powers, but whatever floats your boat!
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614179#Comment_3614179
As extreme as his wording is, there is a kernel of truth to his statement;
If 3-genning, even if by the Survivors's mistake (repairing safe edge-map gens and leaving a middle cluster) and not by the Killer, is made impossible then it is akin to punishing Killers for Survivors's mistake. To some extent it would become desirable since Killers would be limited during the last gen so there is no point in risking early deaths by doing risky gens before the end.
I believe map design and gen spawn are the answer and not some mechanic that will finish off the gen perks and make life very hard for setup Killers and slow Killers (Trapper and Hag in particular are just dead from that).
Side-note: The dreadful basekit Unbreakable PTB was scrapped never to return (probably the first time Killers & Survivors united in their dislike of something), PTB doesn't set anything in stone. If the solution is poison for the game it will get repelled.
The maps are already getting ready for that anti 3-gen mechanic to be implemented regardless of what it is and how it will work. Have you not seen 3 gens literally 10 steps away from each other in Garden of Joy now? ARP can literally spawn 5 gens in one side now. All reworked maps are (rightfully) being tweaked in size to make it easier for killers to find survivors, chase and so on. Now that the size of the maps is being reduced, gens are logically going to be closer to each other, so the 3 gen strat is insanely strong with little to no effort.
It's absolutely fair now that they will tweak how 3 gens will work from now on, especially to not repeat history with future killers that could cause the issues Knight and Skull Merchant caused even though they are no the only ones who excell at this strat, perks are the main problem over any killer power, but this will also make future perks more flexible in design since they won't make games literally impossible to progress. Hit and run and 3genning are playtyles that go hand by hand, and is too rewarding for how easy it is, now it's time to change to another meta with the anti 3-gen mechanic, future mangled and sloppy nerfs, STBFL nerfs and maps being adjusted to make them easier for killers to navigate on them. I thought the whole point of MFT being nerfed also is so killers would chase more now, well... Now it's time to train that!
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@RpTheHotrod said:
So if the survivors fail to do their objective, punish the killer and make it easier to do the objective for the survivors?
If the 3 gen lasts for an extended period of time, it should just consider that the survivors have lost and kick in an endgame collapse where they must finish the last gen before the timer ends.
I am very glad this game is not in your hands.
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Whatever they are doing about 3gen's, is already done and will be implemented next month in the PTB. They already left a hint about it having something to do with the kicks and only affecting games forced into that playstyle and situations, not natural and regular games (just like the anti-camping mechanic).
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Don't you see the problem of allowing people to freely disconnect removes any sort of commitment to play the game? There would be not a singular match with all 4 survivors without disconnecting. This already has happened before during the times they would remove the dc penalty due to in-game bugs. 1 in 10 games would have all survivors staying in the game and playing it out. It's a comlpete chaos.
DC bots are a tool to help with random disconnections, not to pick and choose what game you want to keep playing or not. Bots are extremely unreliable as team mates and boring to play against as killer. Also if DC penalty is removed for survivors, killers will ask "but what about me DCing as killer?" and trust it will take them decades to design bots for all killers in the game at the moment, let alone the ones to come.
Absolutely big fat NO to this idea, and I am glad the devs have stated previously that they will not do it for the reason of it completely removing any commitment to play out any match.
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I agree with your take on MMR but asking to nerf swf is not clever at all, buffing solo to try to be as similar as swf providing players with in-game tools and info would be the best move imo. Nobody plays with friends to be handicapped for doing so, how could anybody wrap their heads around that.
Also don’t throw around the term bully that lightly over somebody emoting in a videogame. Nobody calls anybody a bully if they emote on Fortnite, spam mastery on LoL and any other game. Bullying is going out of your way to attack somebody and harass somebody, insulting them and so on. If you want to call out bullying in this game, go denounce those players who insult others in scoreboard chat throwing derogatory terms and slurs, wish the worst things to each other over a videogame, and target with malicious intentions such as holding hostage situations. Saying that people who play a multiplayer videogame with their friends are bullies is just wild and obtuse.
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Nostromo is not that large at all, it’s perfect size in my opinion since the gens are mostly in main building area, the sides are very limited access into the inside of the ship… Loops are kinda fair too, with good pallets and also way way way worse pallets and random C walls. Toba is another story tho.
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@saintjimmy456 said:
It took them almost 8 years to think of adding emblems and banners. Big meaningful updates will probably take decades.
I’m happy my future sons and daughters will get to see their team mates perks in the lobby. So excited for them!
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Yet another test that we have not gotten any sort of update or comment on from the devs. Over 6 months of this tested feature for God knows what reason. We might have to maybe wait some years :)
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The fact that they have not realised yet that MMR was a mistake from the very beginning of it being implemented and has rotten this game is very concerning. The foundation of this game’s MMR is awful just because what is taken as the winning conditions don’t reflect the skill level of players from neither side. Loop a killer for 5 gens and get camped by Bubba in end game and your mmr goes down, your 3 team mates mmr that just held m1 on a gen and tea bagged at the exit gate goes up. Do poorly the whole match as killer, noed pops at the end and they happen to be together after a 25 minutes game of being destroyed and suddenly your mmr will be up because you got 3-4 kills thanks to a perk at the very end so those survivors mmr goes down and yours goes up and get ready for a new game with better survivors than you and the previous survivors will get a worse killer eventually too this way. Lack of thought after the mmr system. Sad and disappointing.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612909#Comment_3612909
We aren't asking for players to be forced into a specific playstyle, like "super altruistic and must help others whenever possible". We're just asking for BHVR to do something about the specific selfish playstyle that is frustrating for both sides of the game. There should be a difference here.
For example, discouraging killers from facecamping didn't force them into a specific playstyle, and instead just discouraged a specific playstyle that was a problem. Similarly, adding a 3 gen solution to the game won't force killers into a specific playstyle.
Exactly this. Also selfish and hidey playstyle could not be a problem before when there was arguably not even a winning condition, mmr wasn’t a thing, and yada yada yada… Like how is the idea of good team oriented players dying and losing mmr (therefore eventually meeting killers that won’t be ready for that) and survivors who choose to hide with builds that completely validate that and allow it effectively to raise their mmr? It feels like a joke. The game has changed a lot in numbers, winning condition and viable strategies with the addition of perks that defeat playstyles, others that reinforces them, etc, new killers, new maps… Just add the hide and seek mode for players who want to play like that, but trying to push selfish me-do-nothing-me-hide-me-takes-hatch-and-win style is… disappointing to say the least.
I am so disappointed with the recent takes and information shared by devs about the game on Reddit. Like some content creators said it feels like there is no ambition to make the game smoother and it takes years to make the smallest move and more years to tweak said move because they got the wrong approach… So stale and slow. Like how are permanent broken hooks after a sacrifice a thing to make it so a survivor could not be hooked still a thing 2 weeks away from 2024? How is it that you can’t see your team’s builds to synergise well all be on the same page (add queue up restriction like Overwatch just did if you leave too many lobbies in a row. Every pvp game has this, DbD needs it too)? Why is the chance of cornering a survivor as killer and holding them hostage until the server closes still a thing? 6 years to change Dead Hard and 4 to change Blight addons? Lack of ambition to make the game better and poor order of priorities, and as a player it’s so sad to see.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612893#Comment_3612893
don't worry you were quite respectful.
I understand the point you are making but that is not the whole premise of the game - survivors can work together or be selfish, the choice is on them.
https://us.v-cdn.net/6030815/uploads/WKSM22XDEACB/image.png
From the store page.
We've never had the intention to force players into specific playstyles.
Fair enough I guess, even though with the current status of the game making selfish playstyles as rewarding as they are is harming the situation of solo queue and more and more frustrations are rising. Isn’t the argument of the existence of perks countering each other within a team good enough of an argument still though and enough reason to reconsider adding this at a closer time period? It will also affect creativity for design of new perks. Nobody wants to play survivor if they possibility of your own team mates countering your perks is there (happens already with Inner Strength and Boons). I see it very counter productive, imo.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612896#Comment_3612896
Except i ain't the only person who don't want it, mainly because it exactly is going to lead to more dodging or dcing depending on where you put the information, you already have people who dodge others based on their prestige or if they get a map or killer they don't like, not to mention you already have people who have vocally expressed that they're going to dodge others who runs any meme builds or any perks that aren't meta.
Also the only people who's going to benefit from it is SWF, as most solo players will most likely not bother utilizing the feature.
… how are swf going to benefit from it? They already know each other’s loadout LMAO. It’s a solo Q QOL improvement to know each other’s loadout. This feature will change nothing about swf.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612111#Comment_3612111
I mean, are these builds not disliked for a reason?
Three Distorts make you a tunnel target, No Mither puts you at a grave disadvantage and against killers like Oni can entirely ruin your chances at survival, and Solo Survivors mean pushing a 3v1 from the start.
Fundamentally, if these builds are getting dodged, is that not a sign that those builds and perks are not constructive to you winning or losing as a team, and that they should be changed in some way?
exactly! Punishing team oriented people because they want to protect selfish players is an awful look and perspective to give to a team based game. Just rework these hated perks into something that feels better to play with within a team.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612893#Comment_3612893
at least we as players feel that way.
Who's we?
The people in this thread and on social media that we are sharing the same point of view. Don’t worry, next time I will add “not Dead by Daylight forum user Smoe tho” at the end.
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@Mandy said:
Quality of life changes are things we are always looking at, for example the FOV slider that's going to be implemented shortly and the Survivor HUD that's currently in the game.
The lobby changes will take some time (I don't have a timescale), as things are likely to be reworked. Showing perks loadouts though is not fully part of that, and not decided if that will come into the game for various reasons - lobby dodging would likely increase, you see 3 other survivors with Distortion = Dodge, someone running No Mither = Dodge, someone running a solo survivor build = dodge, as some examples. Things are not cut and dried so before we make changes such as that it has to be considered very carefully both the positives and negatives, and depending which one outweighs the other.
Rather than lobby perks being shown, there's been some great ideas that I've seen recently where you see more in game itself, so for example the aura of a Survivor downed with Plot Twist having a different colour, I think that's something that's far more valuable in game.
Hey Mandy,
I understand what you mean with the dodging problem, but don’t you think that maybe such selfish perks should be looked into to begin with? These players don’t plan on going team oriented, so why punish people that want to play as a team just because you want to reward selfish people with no team mentality? The amount of players that would get a more team oriented playstyle and would synchronise their perks with each other outweights those who just want to play with themselves in a corner or from locker to locker. And about this issue aw well… There are already perks that counter each other withing the same team (Inner Strength Vs Boon totem perks), and in the future there will probably be more of these and will push back ideas for new perks or reworked perks that could be amazing and fun. Can the dev team really not see the enormous problem that limiting this kind of information is causing to the game and playerbase (solo Q one in this case mainly)?
Please… Really reconsider a lot of things and try to get a new approach in regards of solo Q mainly and how to push it the closest to Swf level with in-game tools such as the loadout being shown to team mates. I am very concerned and worried for the direction and effect this game is getting (especially after the last unfortunate AMA)… Feels like the priorities are twisted in order, at least we as players feel that way.
I hope I was respectful with this comment, and my point was well understood, and if it was not I really apologise beforehand.
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Their achievements are not back either on any platform either. They said they’d be added back in a future update, so I guess this will be the case too for the site. Maybe they’re working on new renders or remodels since the old model update happened once they got the licensed removed? Who knows
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Finally a fully silly event to just meme if in the mood, equal in everything for both sides… Feels good to have an event like this to literally chill
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They create an event to absolutely just meme, no gameplay advantage of any kind for one side over the other and yet some people find a way to complain. Thought that Halloween and Anniversary events were problematic due to the implementation of gameplay mechanics… What is the issue with Jimmy and Timmy throwing snowballs? Isn’t that time they waste and don’t do gens? Free pressure mate. I thought that’s what y’all were craving
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At that point just bring personal offerings for yourself mate
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Isn't that just a better and more easy to get Furtive Chase tho? I think they will keep the terror radious size depending of if you're in chase or not, and maybe just maybe add something on top of that.
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607695#Comment_3607695
I know how names are used in Asian cultures, but like the comment below you mentioned, it's about consistency. If BHVR had been applying the Last -> First name to all of the Asian survivors, then I wouldn't care as much. Kimura Yui, Lee Yun-Jin. But every (correct me if I'm wrong) survivor has the same format (First -> Last name), including the Asian survivors, except for Min Feng. And I'm talking about the English version of DBD.
Imagine counting from twenty to twenty nine, and all of the numbers follow the "twenty x" pattern, but only the number 27 is written and spoken as "seven twenty". It really feels off, creates confusion and makes things harder. Like, either make all of the Asian DBD survivors follow the Last->First name pattern, or all of them follow the First->Last name pattern.
I still think it's not that big of a deal. The only other Chinese namepresent in the game is Ada Wong and since clearly Ada is an American/Western name, the format is as it is + it's not even BHVR's property actually (Capcom's). I still struggle to see the problem... Korean names still have both the same format when in-game: Yun-Jin Lee, Ji-Woon Hak, and transform into the Korean format when the game is in Korean. Jake Park has American format since Jake is an American name, and even in Korean the "Park" from his name is not written as it would be if it was the Korean family name.
Long story short... It's not disrespectful in any way, and I don't know anyone from said cultures who has ever had an issue with this topic. Sorry!
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Is it really that serious…? Just force them out and move to the next game. Imagine if on Fortnite you asked people who teabag to lose all their ammo or something… Please, it’s never that serious. It only has the importance you want to give it. There are players who actually get harassed, insulted and threatened… I’d personally worry about that more over somebody spamming crouch, hitting on hook or nodding.
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How is it disrespectful…? If anything it’s amazing new players can have better access to the huge amount of content they have to acquire in order to catch up. I’m really happy for them and I love to see they care about newcomers being able to access the content easier and faster.
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I’d love old Laurie Strode from the most recent movies! Yet I think it’s complicated to get that though…
An original survivor would be a great choice, too! Old women are stronger and have more potential than most people think as characters. Breaking the norm is always interesting, right?
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Both formats are valid when you move the names from cultures/languages such as Korean, Japanese or Chinese for example into English or Western format in general. For example, if you have the game in Korean you will see Yunjin is named 이윤진 (Lee Yunjin), following the Korean name format in its own language with the family name first. In the case of Chinese names, some people still say the family name first when introducing themselves to non-Chinese people still, and others don’t. You will see some Chinese people are even addressed by their family name sometimes regardless, so calling Feng Min by Feng is perfectly valid (Westerns do it too right? Ripley for instance).
At the end of the day, both are correct and it’s not that big of a deal, it’s not disrespectful at all. Have a nice day!
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It’s not an exploit, it’s an intended synergy. It’s like calling pain resonance/ultimate weapon + deadman switch an exploit.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603904#Comment_3603904
Dumb as they may be, his zombies are the only reason he's not one of the worst Killer in the game since they provide info and can possibly carry chases and give some gen slowdown with the right perks (Discordance, for example, attracts zombies when triggered). Even if his tentacle was stronger or if the infection had some actual consequences he has no mobility and no built-in slowdown or even area-denial/info without the zombies.
Trapper would arguably be stronger since (now with 10 traps and Haste) he can lock down a ton of loops to make some maps miserable to loop in despite being an M1 Killer.
The idea of AI being able to harass, injure make it impossible to for example open gates is just horrible and bad designed in my eyes. I’ve seen zombies blocking the way on indoor maps making it almost impossible to even unhook. They also said they didn’t want flashlights to interact with killer’s powers yet they are still the best counter to Nemesis’s zombies since they probably don’t know what to do with them (no pallets or in a deadzone in general and they can chase follow survivors constantly or patrol gens making it impossible to be done properly). They should either die once they injure or infect somebody so at least you trade a health state for doing your objective, add some special item to counter them or in general just remove them and rework his whip.
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The zombies were inevitable going to be terrible. AI in this game should have never been a thing. I wish and hope they removed the zombies and made something more appealing around his whip or something new, but the zombies were a terrible idea for gameplay (yet creative).