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albertoplus

albertoplus

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  • I think otherwise lol.

    3 skins for Trevor with one legendary.

    2 Dracula skins that both are awesome and change a lot of the character. Also "kinda" unrelated but Dracula's blood prestige also change his eyes into blood-soaked eyes, which is awesome

    2 future skins, one for Mikaela as Sypha and other for Kate as Maria Renard

    Future Castlevania related tome wich tons of skins: one legendary for Trevor as Soma, one legendary for Dracula as Dracula's true form, one for Felix as Jonathan Morris, one for Yui Kimura as Shanoa and another one for Nurse as Death.

    If anything, they have went absolutely insane with the Castlevania skins.

  • Fix the bug. Buff the Wolf form and make it more reliable.

  • Now survivor dont even need to come to unhook anytime soon someone is hooked.

    Why waste time when you can, you know… do all the gens everyone are doing and then go to the unhook at the very last second without the hooked survivor even going into the second stage?

    Horrible change. Heavier punish to killers that dont camp instead of the ones camping.

  • I dont think so.

    Netflix Carmilla is out of the question as they dont have the rights of the show.

    Judgement Carmilla weas largely not liked (like most of the characters) because of the art style of the game, so BHVR will not bet money on this one.

    Original timeline games Carmilla is mostly irrelevant and a side-boss on some games and mostly despicted as a giant skull with a lady.

    The only Carmilla worth talking is the LoS one, but i doubt BHVR will also make this happen, having tons of other characters from the OG games that would be much better received.

    So no, i doubt we will get a Carmilla skin.

  • Scott Jund released a video just explaining my second point about Hellfire. I think he explains a bit better than me, and im glad that more people are concerned about that.

    https://www.youtube.com/watch?v=Lf6Q0JR276E

    At min 1 it starts explaining it.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788349#Comment_3788349

    I would definitely want his sound in bat reduced, it's so loud...

    That's main reason why it's difficult to use in chase. You are forced to stay in bat for some time and because of how loud bat is, it's very difficult to track survivor.

    What i dont think its "that" needed is the 48m lullaby. Survivors literally hear a global cue when he transforms, i dont think its needed to also give them information when you are getting 48m closer to them…for a supposed "undetectable" form.

    I also think it would be nice to speed up the teleport speed, i think the speed addon should be totally basekit. The range could also see some tweaks, as it is already handicapped by being only on vaulting points (yes, i know you can get a lot more vaulting points by leaving pallets on the ground, but thats also a double-edged sword as the survivors can keep using them).

    Though i like that strategy around pallets. I try to only break the safest ones or the ones where there is not a single window in many metters around.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787731#Comment_3787731

    Sure, if the benefit was good enough I wouldn't mind him not being able to mind-game, but as of right now his pounce isn't that good, high risk for a low reward to be fair.

    I think i would do two changes to it.

    • A bit more help with the pounce. Its hard as hell to hit something with, between the short range pounce, the short hitbox and the short time where you can adjust for your second pounce.
    • I would love if the orbs could also appear when survivors are standing still or walking, even if its at a lower rate to compensate. This would solidify the Wolf as the "tracking tool". Travel with the Bat, and once you reach your destination, do you see the survivors? If no, then change into Wolf to track and find them. But right now it seems Wolf is mostly just for chasing instead of tracking the survivors.

    Other than that, the Wolf has been massively buffed from PTB. Seriously, if you used it before, its like night and day right now. They did most of the changes we were asking for (faster movement speed, faster orb speed, M2 not cancelling while colliding and pallet breaking animation reduced), and they also did add some nice cooldown reduction on top of it.

  • What patch notes are you reading what says his pallet break in wolf is reduced? Wolf form looks like a bug fix then a buff. That is how little improvement it had.

    Official 8.2 patch notes.

    image.png

    Wolf has been severely buffed and using it now compared to before its like night and day. Still need some help with his M2 attack but the improvement is massive.

    Again, its too soon to have a solid judgement. Right now its the same as on every killer release: i see people saying he is just overpowered and other people saying he is weak.

    Lets wait a bit more time.

  • @Devil_hit11 said:

    he is weak. they didn't bother to buff him from PTB. he needed double the amount of changes to be good.

    For example, the dev in stream said he is suppose to be encouraged to switch forms? Ok right.

    Why does he have a penalty cooldown for switching forms then?

    Why does he have a slowdown when switching forms?

    I believe he also said he is suppose to be stealthy.

    Why does his bat have 45 meter lullaby?

    Why is his teleport so slow?

    Why does he have limited range for teleporting?

    His wolf form orbs are too low duration for speed boost.

    0 of these aspect were addressed.

    While i agree with some, i think at the moment that he is not weak by any means.

    They did buff the Wolf form by a lot by giving him the desired 4.6 mov speed (4.8 with orbs) and now feels a lot stronger to play. Also making him not stopping his second M2 when he collides with a wall or object was needed. They also reduced the pallet break animation by half a second. And reducing his cooldown a bit.

    All of those but the cooldown one were asked and they did deliver.

    They also buffed the Hellfire by reducing his movement speed penalty (again, was asked by everyone) and they even reduced the cast time by a bit (i think this one wasnt even asked).

    Now, having said that, could they maybe still tweak him a bit? Yes. I also think that the bat form is too noisy and the teleport has somewhat short range and is slow. But again, the form works so well for mobility and by leaving pallets in the ground you have even more teleportation points.

    Vampire form i think its good enough already and i only would tweak two things:

    • Make the difference between "low" and "high" obstacles a bit more clear. Sometimes Hellfire goes through walls and sometimes it stops at a some rock that is not that big. It also stops at undropped pallets depending on your casting position, and i think it shouldnt stop.
    • When Hellfire its released, it starts at the point you did release it, not where your character is already. Let me be a bit more clear. You can still move when you just release the spell. On any other ranged characters like Nemesis or Pyramid Head if you keep moving a bit when you release their M2, the attack starts not when you release it but it also "follows" your character. If with Nemmy you are at point A when you release your M2 and your tentacle animation starts but you are in point B (just half a meter away) when the hitbox starts (keep in mind im not talking about the "dragging" animation), the hitbox will appear at point B. With Dracula, it still appears at point A. This makes me sometimes feel that the survivor is totally in range but it doesnt reach them if they keep running, because the hitbox did appear sooner than thre rest of the killers.

    And about Wolf form, maybe a bit more tweaking is needed. The attack is still hard af to hit, there is not much window to rotate at the second charge, and it could maybe have a bit longer range. Also, i think that the orbs should appear when survivor are still standing still/walking, even if it has longer cd between orbs. This would enhance the Wolf form as a tracking form (do i know they are near but i cannot see them? Wolf form to track).

    But even with everything of this, while is still soon to say, i think Dracula can be a solid A tier killer when in good hands. It has good mobility, great chasing potential with the (clunky) Wolf form + Hellfire and a bit of stealth (it has a lullaby but the survivors dont know where you are in those 48 meters).

  • Were you also with the other cd reduction addon? The brown one.

    I did report that if you have both and you stack the green, it actually increases Hellfire cooldown. If you play only with one or the other, it stacks nicely.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785333#Comment_3785333

    Dracula definitely seems like Vecna but fun. Less cooldowns, better powers, more mobility, great aesthetics, higher versatility, and no built-in survivor counterplay. Also looks like a more faithful adaptation of the character, if you include Bram Stoker's depiction of Dracula as an aspect of him, as Castlevania pays homage to the original with respect.

    I still think that, while he is well represented, it would be even better if they just ditched the Wolf form entirely, as Castlevania's Dracula only transforms into wolf one time as an attack in only one game (Dracula X Chronicles) and outside of that he never transforms, and instead they could have the Bat form + more spells in Vampire form. I think that would have been the most faithful adaptation.

    I know you mention the original Bram Stoker's Dracula, but i still really want to play with Castlevania Dracula tho, not the original one…

    Besides, it would also have been the perfect chance to get a "fire" mage, as Dracula uses mostly fire spells in most of the games. Hellfire, Dark Inferno…

    But still, even with this, im still happy on how he turned out to be. I think that he is faithfully represented and once he hits live server with the Hellfire and Wolf form buffs, i'm going to main him like there is no tomorrow.

  • Dracula has resistance to Existence Erasure.

  • @LadyOwO said:

    We'll have to wait and see I feel. But if we are talking about who would win in a fight between the two it's easily vecna

    I think he means in game tho.

    Buuuuut if we take this as a real fight, maybe Vecna, but not easily. Both have ways to one shot each other probably.

  • Remove hatch, after all there shouldnt be any escape by "luck".

    Then killers will not slug one of the last 2 people for 4k (or at least the slug rate will go massively down).

    It sucks a lot while playing survivor to get slugged for 5 minutes but thats what the game wants the killers to do for maximum bloodpoints and satisfaction.

  • One small thing tho, they did chose the Curse of Darkness Trevor, not the Grimoire of Souls one.

    They are the same but CoD came first.

    About skins, call me crazy but i really want a Julius Belmont one.

  • Blood Warden and NOED were done with the endgame in mind, and until endgame comes the killer have no perks.

    If you want a fair comparison, then make DS and OTR only work in endgame, they cannot be used before.

    You okay with that?

  • Hi, i also have this problem. In fact, the dice appears delayed (like, after 3-4 seconds since the moment you activate the perk). And after that, the perk doesnt seem to even display the icon, couldnt test if it works or not.

  • @Rickprado said:

    I think Survivors should just lose collision with the killer when under BT/OTR. It would help killers as they won't be bodyblocked by a fresh hooked survivor and it would help survivors in situations where the killer just bodyblock until de basekit BT runs out.

    Otherwise, it would be too hard to define when a protection hit is a body block or another thing, like being sandbaged by those who saved you (happens more often than you think).

    This i dont know why it hasnt even been done yet.

    Make the unhooked survivor just have no collision with the killer. Mantain the basekit BT effect.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773476#Comment_3773476

    I don't know where it originated from, but It's something that i've seen people repeat again and again, but alas, it's simply just isn't true.

    In the movies, the Cenobites uses The Lament Configuration to create gateways/rifts between the labyrinth in hell to wherever the box is located at along with whoever that solved it. The only way for the cenobites to go back is to reset the box to close the gateway created by it, which is how Kirsty defeats them in the first movie and how Leviathan is defeated in the second movie.

    In DBD, the box has evidentally been tampered with by The Entity, causing it to instead disappear immediately after anyone interacts with it, regardless of whether someone solves it or resets it.

    Pinhead is definitely below The Entity, in fact, Pinhead is not even the strongest Cenobite, Dr. Channard in Hellraiser 2 easily defeated both him and his gash. (Although that was because Channard became an extension of Leviathan itself.)

    In the same sense, despite what Pinhead's mori suggest, i don't believe Survivors actually end up in hell since we never actually see them there, but rather finds them back at the campfire as usual. Depending on how you look at it, The Entity may be tricking Pinhead into thinking he's sending Survivors to hell when in actuality, he's not.

    I didnt know anything about Hellraiser, thats an interesting lore!

    Honestly its kinda funny to think that Pinhead thinks he is sending survivors into hell but the Entity is just "lol nope".

  • @Linkdouken said:

    I thought it was s killer only chapter

    Killer + Survivor

    @VomitMommy said:

    Was Trevor in the game, or show only?

    I would really want him in DBD...

    Both, so he is still a possibility.

    His visuals differ from both the game and the show tho.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773377#Comment_3773377

    Cenobite may be powerful and can go in and out at the entity's realm

    Except they can't as The Lament Configuration has clearly been tampered with by The Entity to not function as it normally would, meaning that unless they find another way to create a gateway back to the labyrinth, both Pinhead and Chatterer are stuck in the realm indefinitely like everyone else is.

    Ah, i said that because of the buddy above me said that Ceno can go in and out as he pleases so i just though it was true.

    I suppose he doesnt have the mark then because he is still weaker than the entity.

  • As far as i know the Mark of Negation is put on Killers that both need to be under control and are as powerful or even more powerful than the Entity itself.

    If the Entity can subjugate the killer by itself, no Mark of Negation is needed, thats why killers like Wesker, Nemesis, Alien or even more powerful ones like Freddy (in Dream world) dont have it. They can be extremely powerful but the Entity itself (which as i far as i know has some universal powers or something) is still stronger than them, it is not needed.

    Thats why it was put on Vecna, that guy was literally resisting the Entity and only accepted to get caught because he wanted to. Other killers like Cenobite may be powerful and can go in and out at the entity's realm, but they are maybe just not seen as danger, as they actually do what the Entity wants to be done in the trials.

  • I honestly…dont know.

    Some Belmont would be a logical choice, same as Alucard via popularity and presence in the games.

    Outside of that, i dont have an idea, they have many possibilities with all the Belmonts, Soma, Maria, Sypha, Shanoa, Jonathan or John Morris…

    About skins for Dracula, i would die of joy if we get a Curse of Darkness skin, my second favourite (after SoN Dracula) of all his attires in the games.

    image.png
  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771626#Comment_3771626

    There are only 2 reasons the matchmaking system pairs people this way:

    One is of you're waiting for a game for an extremely long time, the matchmaker will gradually expand the search range until this happens. In this extreme of an example, it would take something like 20-30 minute queues, and require that no one else is queueing all during that window. This is absolutely not normal or common for queue times.

    The only other reason this happens is because another killer dodged the lobby. At that point, the matchmaker stops caring about a good match, and looks only for a quick match. Then it pulls whoever is next into an existing lobby regardless of the MMR spread.

    So if you get this "regularly", what you really are asking for is for the devs to reduce lobby dodging. That's 100% the goal with hiding prestige.

    Okey, honestly i didnt think about this possibility before. I think i did hear that it was easy to reach the highest MMR even from top players, so seeing that they have more knowledge than me i though they were just right.

    But yeah, what you are saying can also be a possibility. Lets see how this ends with those changes…

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771607#Comment_3771607

    This is the most common misconception I see in the forums, and it's everywhere:

    You aren't at Max MMR, you're at the limit of your ability, and there's a big difference.

    Just because you win, doesn't necessarily mean your MMR goes up by a significant amount. In fact, nearly every MMR system worth mentioning will compensate for a 1000 ranked player stomping a team of 400's by giving the 1000 player basically or actually nothing for winning such a mismatch, and likewise the 400's won't lose anything in that scenario.

    Everyone has a limit to their individual skill, but let's not make the mistake in assuming everyone's limit is "the best in the game". That's just ego at a certain point, and I see that far more than people talking like they have any actual skill on this forum.

    What i have heard many times is that its easy to reach the MMR point where the game just can pair you against literally anyone, no matter if they have 400 or 10k hours.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771607#Comment_3771607

    I mean is losing that bad? Instead of going AFK you might as well learn as you play.

    You might end up in the right MMR sooner rather than later from the self-improvement gained.

    I think that there is a clear difference between losing and getting hard stomped tho..

    One does give you some margin to learn, the other does not.

    Imagine you a re a novice boxer and go against prime Mike Tyson. The match start and in less than 3 seconds he punches you and KOs you.

    You did learn absolutely nothing of that fight.

    It seems right now with some killers it is just a win hard or lose hard situation. Few games i think that i feel they are "close".

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771572#Comment_3771572

    But it is just a number.

    If you win a game against 4 low Prestige-Survivors, you dont even know if they have P100s or not. So thinking that you lose especially against P100-Survivors is just a strange thought.

    I would go so far that you will most likely have won more games against full P100-Squads (which were just not using their main Survivor) than you actually lost to them.

    About the squads, hey, maybe i did… i cannot know for sure.

    However i totally know that the very few times i get into a full P100 lobby and i though "well, maybe is just a number, lets just go for it" and i got extremely lucky to get 2 hooks before they all did escape.

    @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771572#Comment_3771572

    This change should (theoretically) help you then. You might be getting these better opponents because the killer who was initially matched with them dodged, and so the game prioritised queue times over MMR (as it does). Now that the aforementioned killers won't see the prestige and won't dodge anymore, you should stop getting these cracked P100 survivors and should instead get those more on your level.

    I honestly didnt think about this. Maybe on some games it is a healthy change.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771572#Comment_3771572

    Sounds like you've been cheesing your way to an MMR you don't belong in and will finally be forced to take appropriate matches.

    Losing enough games will put you back in the right MMR. This is intended.

    I did absolutely think about that. As far as i know, it seems to be extremely easy to reach the top MMR where most matches are just a sweat fest.

    At the end sadly i think the best solution is just to spend an entire day or something going into matches, go afk since min 1 and let them win to low your MMR as hard as you can.

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771575#Comment_3771575

    Survivvor perk buff/camping nerf/prestige hiding a.k.a buff for cheaters and bully squads

    Well, so some survivor buffs and some killer buffs. You should not see only one side of the coin.

    Also, i did write this focusing only on Nemesis, as it is the reason for this topic. I just found it funny that we did talk on this matter not so long ago and right now he seems to be buffed. He will styll give 3rd health state but it should be much more bearable now.

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771534#Comment_3771534

    Well no another huge nerfs for killers at all (buff only survivors perks/buff to hook stages and the most annoying blast mine perk getting buffed) and micro scopic buff for 2 killers and no adjustment to useless zombie

    Huge nerfs for killers? Literally Nemesis, Doctor and Dredge got buffed? What?

  • Horrible change. A lot of times i get looped extremely hard then the game ends and it was a P100.

    Do i sometimes win over them? Yes for sure, but on my experience de ratio is like 25-75.

    25% of the time i win easily / win but close against a P100.

    75% of the time i lose extremely hard against the P100.

    Everyone seems to think "hey is just a number" and thats a blatant lie, at least for me. My own experience says that P100 means skill (and, oh well, getting a P100 means a lot of time spent so its pretty normal?). Hey, or maybe i am just the most unlucky person on DBD history and im playing against the best P100 players in the world.

    And the best part is someone on reddit tested hundreds of games if im not mistaken, ant the stats did show that the P100 were MUCH better that the ones that were not.

    Again, horrible change. Give me some option to disable going against people that are more prestige than me, then we can hide the prestige number.

  • What i dont understand is why he still doesnt injure and gives speed boost while level 3.

    Before that? I still kinda dont get it but hey, at least you know you are getting something in return: you are leveling up your power, making it stronger.

    But at level 3? Just why? Its just straight up worse. You are giving the survivors free health states and you are getting absolutely nothing in return. Nothing.

    I would be completely fine to rework Marvins Blood addon into something else completely different, and hell if they want to nerf the basekit mutation rate gain when hitting with the tentacle, go ahead. Make it to reach level 3 harder, but once you reach it, it should be the "oh shi-" moment for survivors and you should not give them a free 3rd health state as you already got what you wanted while giving it to them before.

  • On games he uses a lot of magic. Teleports, fire balls, hell inferno, summons bats or creatures, and sometimes he even does some melee attacks like kicking.

    Funny because he usually doesnt do much related to blood in battle.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767159#Comment_3767159

    That depends on if Entity has captured Dracula or if Dracula is involved in the trials by his own will. I made a post a while back where I imagined Dracula is in the trials intentionally and siphons power from them for himself to help fuel his resurrections. He may be aiding the Entity at the same time but I doubt that would matter to him, he's just here for some juice.

    I actually like that idea a lot.

    @ZamasuManzon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767158#Comment_3767158

    I started playing DbD with Pinhead and too became a Wesker main since he got in.
    We are both people of excellent taste then. :)

    🍷

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766916#Comment_3766916

    Lore wise when you say "Entities Leash" what do you mean by that?

    Vecna in Dead by Daylight has actually some "rune" on his back, at his neck level i think. This is not fom DnD and i think the developers said that the entity did put that rune on Vecna as a way to "nerf" him because he was that powerful.

    If we take Castlevania's Dracula lore into account, he would also need a similar rune to nerf him because he is just the counterpart of God on those games.

  • @ZamasuManzon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766242#Comment_3766242

    I can't decide between him and Wesker.
    Love these dudes A LOT. Will co main them.

    Fun fact: Wesker has been my main since his release, so i think both of us will probably use tje same both killers. Heh

  • @The_Krapper said:

    The PTB has to be coming soon because the chapter is set to be released in August and it takes 3 weeks from the PTB to release to public servers I'm guessing this week or next well see it but I'm stoked there's alot of cool stuff they could do power and cosmetic wise.

    Seeing that the PTB takes 3 weeks to release, i'm pretty sure that the "learn more on August 6" did mean the PTB's date.

  • @HansLollos2 said:

    God, i can't wait for the Castlevania Chapter. I'm really exited for literally everything in this Chapter: Dracula, Simon (and all the other) Belmont(s), the Cosmetics/Skins, the Music, the Perks and even the Lore.

    I hope that BHVR got the permission for some "extended" Lore, like they did with the Nightmare on Elm Street-, Evil Dead- and of course the Silent Hill Chapter. I really like these Continuations.

    We are on the same boat here! Of all the killers this game could have, i think its impossible for me to find another one that i like as much as Castlevania's Dracula. Will be my main of all time.

    One of the things that Castlevania allways had is an incredible music, i really want to hear the chase music. I think it will be awesome.

  • Why everyone is saying Symphony of the Night skin while in the trailer it literally shows the SotN attire?

    SotN Dracula is THE Castlevania's Dracula. It is going to be the base skin.

    Now, about another skin, there are two other skins that i really like about him.

    Castlevania Chronicles:

    image.png

    And Castlevania Curse of Darkness:

    image.png

    I would love one of these two, but my favourite is the CoD one.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765868#Comment_3765868

    please do not insinuate that bugs are fixed with relation to what side is affected. As most people are very much aware there's also a pretty severe survivor bug right now with Endurance also - both bugs are unfortunate and both sides are affected.

    I really want to believe that bugs being fixed has no relation to what side is affected, but as a Knight player, the history of this killer just shows me that is not true.

    • Knight gets a bug that makes guards not go through pallets but around them. Bug has been there, reported and acknowledged for an entire year i think. It helps survivors. Never fixed.
    • Knight gets a bug that makes him able to grab survivors with his power. It helps the killer. Knight gets inmediately killswitched for an entire month. The bug is fixed (fun fact, on this month, the other bugs didnt even got fixed).
    • Knight gets a bug in PTB that makes him able to cancel his guard with another guard. It actually gets very well received by Knight players. It helps the killer. Bug is fixed for release.
    • Knight gets a bug that makes survivors able to "deceive" the guards by just walking near a pallet/window (it was a bug, never mentioned in patch notes). It helps the survivors. Bug is suddenly turned into a feature.

    And im pretty sure im missing some other bugs that are bad for the killer that are still not fixed.

    Im sorry, i really want to believe you, but at the very moment "a picture is worth a thousand words".

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761835#Comment_3761835

    You must be new. No one here or at BHVR gives a flying fork about SoloQ, nor have the devs nerfed anything for SoloQ. The problem doesn't lie with SoloQ players but the lack of information they have and how this perk works on smaller maps/some specific parts of the map.

    So no worries, you will get to keep your crutch perk as it is probably.

    Been playing since almost dbd release, almost 3k hours, even if sometimes i play games like i am new. 😂

    But seriously now, i was thinking more on the people that always say "we should buff/nerf this because of SoloQ". I see that said a lot, the same way sometimes we cannot keep nice things because Nurse or even Blight exist, and that's a shame.

    Funny thing tho, i think one of the biggest (if not THE biggest) buffs in DbD history is the in game HUD that tells the information on what are the teammates doing. Now if you say "bruh my teammates still dont read it" then again is your mates mental fault, but i think BHVR actually care about soloQ a lot.

    That said, im totally in on making the survivors see each other perks in the lobby at least.

  • First, the perk without Franklin would jump into "never used" category.

    Second, it seems the problem is in your SoloQ teammates rather than the perk itself. The perk has counterplay and its totally on the survivor's hands, and they seem to be adapting well because i never see killers using the perk now.

    For you, you know where you drop your item. Go for it after the chase and move it into the border of the map. Now, you dont need to keep searching for your teammate items: just play normally. If in any moment you see the WA icon, now you know that the item is close and you can actually get it easily, knowing the area is just a circle around the item. But again, that should be on your teammates mind, not yours.

    The same way i think that we should stop nerfing things because Nurse exist, i think that is about time we stop nerfing things because SoloQ exist.

  • Even if i think that addons and survivor items are not even remotely the same…. would it actually change anything?

    The good thing with FD is that, even if you can pick your items again in 0.5 seconds, you are in a chase with the killer and you need to keep running or just got downed, in both cases the items start to disappear.

    However, even if it was done the way you say (dropping them while stunned), would even do anyithing at all? If i get stunned and drop my items i just need to lose 0.5 seconds to instantly get them back, is not the same with the survivor as he needs to keep running to not get caught, but the perk working the same way for the killers? Get stunned, instantly get the items back and keep chasing.

  • What i still don't get is why he still gives speed boost when hitting a T3 Tentacle Strike.

    Like, before that i could also argue about it, but at least, you know you are getting something in return. You give the survivor movement speed boost but at least you are leveling up your power in return, making it stronger.

    But what do you get in T3 in return? Absolutely nothing. You are giving survivors a speed boost because "yes".

    It's Tier 3 already. It should feel powerful. Right now, the optimal way to play Nemesis seems to be to reach the Tier 2 asap because the pallet-breaking is the actual deal, then play normally. Hell there are times when i am T3 and i just dont want to use my tentacle if the survivor is not infected because im just making my game harder without nothing in return and end being a pure M1 killer.

    I know that the devs say that they did test with no speed boost and it felt bad, but again, if you reach Tier 3 at least, it should be the moment when the survivors say "oh #########". I would be fine if they nerf the level up ratio and rework his level up addons (like Marvins Blood) if they at least make Nemesis feel powerful at T3 instead of being his T2 the "okay i am the Nemesis right now".

  • @TerraEsram said:

    Ok about the mage hand, but what about the two hit action? Where Vecna can launch his skelettons and hit you immediatly with the M1?

    It's the only problem for me as survivor, the mage hand is… Not really a problem I think

    How can he do it? it is a bug?

    When you launch the (totally crouchable) skeletons, Vecna still has some slowdown and a small delay.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734479#Comment_3734479

    Some maps have weird collision, that shouldn't make sense on whatever or not they should have and shouldn't be able to get the blind yet possible.

    perfect example: the dead dog saloon has these boarded up covered Windows on the ground floor next to the bar, in which you apparently can flashlight blind the kill from outside despite not seeing the killer nor can they see you.

    Yeah that window has no collision, but i was refering to getting blinded from my left/right or even from slightly behind me. Even with the new FoV, that shouldn't be possible.

    @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733851#Comment_3733851

    You can fake the pallet break so they at least waste their battery and then break it. Survivors lose distance after blinding so sometimes you can even get them instead if they would just run away. So it has some downsides to survivors too. It's game mechanic and I quess survivors has to have something fun.

    I understand it has been in the game for ages, however the survivor has absolutely zero risk in there. Do you fake the pallet break and keep chasing survivor? The survivor can still stay on the same loop. Even if he did blind you already thinking you were going to break it, you usually cannot do the loop correctly while blinded. I honestly dont see a downside or risk here..

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733851#Comment_3733851

    Or you try to face a wall or high obstacle to make sure survivors can't blind you but because BHVR can't program hit boxes to save their lives, Survivors can blind you at 90-100 degree angles to your left or right.

    Yeah, thats why i did write "try to counter" heh. I have been blinded from angles that they were not even on my screen…

  • Bump. Survivors did send me to this map and abused the exact glitch. How the map is still available kinda blows my mind.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733838#Comment_3733838

    Yeah, but it's a scatter shot that doesn't have to account for:

    • Needing an initial hit with a single crow.
    • Wait through a 5 second cooldown
    • Set each shot of the scatter again individually over 1.5s
    • Trying to set the shots while accounting for a survivor juking.
    • Having only seconds 8 seconds to repel, giving a 3 second windows do all of this before the opportunity is wasted.

    Vecna's Flight of the Damned is far less effort on his part to throw. Obviously it doesn't have the same zoning power as Artist, but it's does the job of blocking off a window at the right time, and can surprise through walls (which Artist crows can't really do), while also being far less effort to use...

    So it can't be made too good, because Vecna would be able to achieve similar effects to Artist, while having way more tools and options in his kit.

    But then, you should think that Pyramid Head is actually a better artist right now… As he also has a ranged power like Vecna that does go through walls, is not crouchable, it does wound the survivor and is totally spammable..

    In fact if you made Vecna spell not crouchable, i think it would be kinda similar to PHead, with the difference that PHead single hitbox is far wider and the attack comes faster. Also he doesnt need to wait 38 seconds to use it…

    I still think that even if you made it not crouchable, as a ranged attack Artist would still probably have the better one.

    Edit: Also lets not forget that Artist power goes through all map, so it can be used to harass survivors that are on gens on the other side of the map.

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