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anarchy753

anarchy753

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  • Probably something like webbing pallets and windows so when survivors use them they get slowed significantly.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857192#Comment_2857192

    The B-part is especially frustrating. So many killers just feel clunky and unreliable to play as.

    It's been since Legion's absolute flop. The big complaint was "there's no counterplay," which BHVR took to mean every killer needed some built in way to break their power from the survivors' side, not that the powers needed to have intrinsic counterplay, like playing correctly around a Billy causing him to miss.

    After that we got Plague who for a long time needed survivors to cleanse to use corrupt at all in a match, Ghostface who's stealth is controlled by survivors. Demo and Oni then came out announcing every single action they make globally as an experiment in "does this close the gap between solo and SWF." Then Deathslinger has his bodyblock-breakable chain. After that, Pyramid Head rarely gets his torment status unless survivors make a mistake.

  • Probably because they outright have no idea how to buff something.

    Either it's Boil Over that just because (very obviously) ridiculously OP and ruins the game for a solid two weeks while they panic, or it's Buckle Up, which they think they buffed but is exactly in the same place it was.

  • The part that drives me nuts is the tome lore. There's no quotation marks for speech, seemingly random paragraph breaks, the grammar is just a nightmare.

  • Deathslinger.

    I used to really enjoy him, even though his map pressure was ass and he often didn't win the match even when you were doing well. He was like my 3rd most played killer for a time.

    Since the nerfs, not only is he worse across the board, but all the timings for his shots just feel so wrong. I can't bring myself to unlearn shots that feel like they should hit, when I get his dailies it's just depressing.

  • Old rank and old fog please.

  • I just had an Oni Mori daily while I was doing this. Just got 3 moris on obsessions in one match, it was lovely.

  • A. Their powers subvert the mechanics of "pallet strong, window strong."

    B. Their powers don't have 15 built in points of "if the survivors choose to/choose not to do something, your power is shittier."

    It's as simple as that.

  • I've been there for Sprint Burst metas, and I personally don't think it's anywhere as bad as Dead Hard.

    Yes, a strong survivor can 99 their Sprint Burst to use it at an opportune time. You know what can't happen? 4 players 99ing their Sprint Burst to use it at an opportune time. You simply cannot keep SB ready for anything more than a panic button and be a contributing member of the team in terms of objectives. Dead Hard on the other hand is always effective whether you're currently looping, doing a gen, whatever.

    Sprint Burst is often able to be counterplayed too. If you want to run away from your gen, you have to use it. That means the killer can position themselves between you and the strongest point nearby to force you away from it, or if you run slightly earlier, you probably aren't going directly away from the killer, and a lot of the distance it gains is lost.

    Dead Hard on a survivor with 2 brain cells means a chase goes from a down, to an indefinite extension. You already get your whole chase, then when you lose you get another. Sprint Burst at best makes the start of the chase a little longer.

  • It probably takes them all of a single working day to make all the charms to fill a rift.

    As long as people are still paying for the premium track, they're gonna keep going with the lowest effort content possible.


  • @Mandy said:

    There is no conspiracy theory behind this at all, the game has grown since that first initial keyart which we've had for years now and we wanted to do a wide representation whilst still showcasing our origins - hence the 4 original survivors.

    We can't fit all characters on the keyart - we have a lot of characters right now, and some are always going to be left out. The Keyart depicts the orgins and growth of the game.

    Not really seeing the "growth" aspect when it pretty much only shows year-one killers.

  • They said last Q&A they were looking at changing it.

    However with their track record of changing perks (cough, circle of healing, cough) I don't know that we can expect anything more than a slap on the wrist for dead hard while they pat themselves on the back for doing a great job.

  • The issue is not a healing meta.

    Healing metas can be great for killers because perks like Sloppy Butcher and Nurse's Calling can really shine in stalling the match out and giving the kille great opportunities.

    The issue is that healing in the current healing meta has no downside.

    Circle of Healing essentially buys you time for every use in comparision to Self-Caring or getting someone else to heal you normally. The pace at which survivors can heal and reset the whole match mean effects like mangled are redundant because you can't even bring healing speed close to base speed even with debuffs. Even Nurse's Calling has pretty poor efficiency against it because Shadow Step is a decently common pairing alongside CoH.

    The issue is not healing. The issue is the addition of unbalanced perks with no reasonable counterplay, and the bullheaded inability to admit a mistake and give the perk the nerfs it desperately needs.

  • Boxes should have similar logic to Pyramid Head cages, combined with some of the rules for camping.

    If you are within a handful of meters of a Jigsaw box, and no other survivor is nearby, then that jigsaw box should swap its "unsearched" status with an already searched box.

    As a Pig player, this would only really have an effect on players using the video tape to bodyblock a box from the start of the match, and shouldn't realistically have any effect on the killer outside of that.

    Obviously boxes would not swap around just because another survivor being chased led you to someone's last box to move it somewhere more convenient.

  • I don't like the current balance of time spent per chase, but just having a "you lose because you were doing too well" mechanic sounds terrible.

  • Triage is the real killer, the requirements on that achievement are pretty much "throw 100 matches until this happens!"

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855745#Comment_2855745

    at least in the past to distinguish between a event or regular hook a base was added like that so you could know to hook a survivor on that hook for extra BP.

    Why its on the game map right now i have no idea, either a glitch or a saw themed event in the future mabye?

    In the past event hooks have just had different coloured auras. I've never seen a base on a hook.

  • I've literally never seen a hook aura like that, event or not.

  • @Voodoo_Thirsty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2854490#Comment_2854490

    What? You got a critically acclaimed horror film, Babadook and you're saying Australian monsters suck?

    Have pride in your country. Maybe Babadook can come next!

    Babadook was an alright movie, but as far as I remember the monster did basically nothing, it was all just like psychological build up. There are definitely Australian licensed characters I'd like to see, Mick Taylor from Wolf Creek, Lola from The Loved Ones or Erin from You're Next, but as the thread was about originals I was thinking more about how BHVR would go about an original Australian killer, which would probably end up some awful Indigenous mythological creature.

    We pretty much only have 2 anyone's ever heard of, the Yowie which is just Bigfoot and more associated with a kid's chocolate than a monster, and the Bunyip which is just the most generic water-dwelling creature ever.

  • @MikaelaWantsYourBoon said:

    Looks like we don't need any Canadian, American or Japan anymore. Gosh! I hope we can get from characters from Africa, Asia and Middle East. And Australia.

    I'd take an Australian survivor, but our mythological creatures suuuuuck.

  • I hate challenges that aren't challenges, but just filler because they couldn't think of actual challenges.

    * Get X emblems.

    * Earn Bloodpoints.

    * Kill X>4 survivors.

    * Hook X>12 survivors.

    * Red glyphs.


    If the challenge can be substituted with "Play a certain number of matches" then I despise it and it kills my motivation to play and do challenges because I'm stuck on a time-gate.

  • Why does it matter? What's the point of Nurse if not to win quickly with as little survivor input as possible? Surely them killing themselves just accelerates that process.

  • @Mooks said:

    Pretty sure BHVR can’t really ban people from the game for something they explicitly do outside of the game. Would be different if it happens in-game (chat), but that would still require a complete user report and nobody would do that..

    Uploading video proof of yourself cheating with your own account would probably not be too much of a stretch for them to ban, as long as they were sure they had the right account.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852510#Comment_2852510

    Heaven forbid a streamer gers banned for cheating. If they have a large enough auduence, a streamer can commit cold blooded murder and their fans will defend them without thinking. I can name a few streamers that are blatant cheaters and theres bound to be some people in these forums that will get triggered.

    I'm not saying they should show bugs like that, it's just abusing a bug same as anyone and rightfully should get a ban. However it isn't a good PR move for BHVR. Look at someone like N00blShowtek, they were a huge Warframe youtuber and were partnered with DE, but they made a video showing how a bug that levelled your gear insanely quickly worked and got banned. It was the right move but DE got a LOT of flak for that.

    The masses tend to believe anything's fair game if the devs break it.

  • Because all it gets BHVR is bad PR. Look at any game who has banned a content creator over "public awareness of exploits" and it's never gone down well.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850675#Comment_2850675

    The only charms worth using are the animated hook ones.

    And for survivor are the ones that are bigger and bright.

    80% of all charms is useless filler.

    I can safely say I've never noticed what charms a survivor is using, except just ot see a bright colour when they try to crouch in a corner.

    Hook ones are alright, I equip them if they match the killer but I don't go out of my way to care about them.

  • Nah. It would be a severe issue for anyone who doesn't hoarde a million+ bloodpoints for the new chapter. You try earning points to level up the killer when any time you bring something that isn't the brand new killer just gets you 4 DCs.

  • @Steel_Eyed said:

    Yeah, they really can’t win. They have more players then a year ago. Consistently.

    They suffered for not doing enough events. They wanted to only focus on the Anniversary and Halloween. Backlash.

    Theyve done the complete opposite this year. A mini-Tome during Halloween. Snowmen event with cosmetics. Envelope event with cosmetics. A Christmas advent calendar.

    Amazon Prime give aways.

    We get another smaller giveaway that matches the theme of the new chapter. And thoughtless people like OP say thoughtless things like this thread. Empty minded.

    BHVR did something cool and people think drivel like this.

    The mini tome, the snowmen and the lunar new year were all obvious planned events. They had unique challenges and mechanics made for them, even if some like snowmen were horrendously thought out, they were good event.

    Listing amazon prime as an event is laughable, it's literally just another way to give them money for cosmetics. You may as well call the store an "event" at that point.

    This and the christmas advent calendar are the same thing. There's no effort to them, no satisfaction of an event, just "open the game daily so the numbers look good."

    We have seen for the last several months that the only time we get bloodpoint multipliers and these spontaneous things to get attention are when the devs think the game will look bad. We only got the last multiplier because Elden Ring was pulling their players away, and the one before that just happened to be over the VHS beta that people had been talking up for ages.

    I'm not saying they don't make decent events occasionally, I'm just pointing out that the playerbase aren't necessarily idiots, and we can see what they're doing.

  • If I had to guess, I'd say the perk is coded to automatically kick the gen with bonus regression when all the last survivor gets off a gen. Since Ruin is cleansed while it's regressing, Undying becomes Ruin, and since there is no survivor to get off the gen, it doesn't trigger the situation which starts Ruin.

    More speculation, I'd assume this would only happen in situations where Ruin is cleansed and Undying becomes Ruin, not those where the original Undying totem is cleansed first.

  • @_AdamFrancis_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849134#Comment_2849134

    If you don't want FNAF just say that and stop spamming it in every single FNAF thread.

    If people weren't spamming low effort "I want ugly teddy" threads, we wouldn't need to reply to them. Not reinforcing that there are a lot of us who don't want that garbage would give the illusion that we'd simply be apathetic about its addition. We actively don't want it.

  • a. No. No Fnaf. Thankyou.

    b. That's not how you use "whom."

  • Dying Light is especially useless. Across the team the maximum debuff it applies is 12-4% (factoring in that it only affects 3/4, 2/3 or 1/2 of the team) and that's before even considering that it buffs the obsession's healing. For most of the match it's a net gain in healing speed for the survivor team as a whole.

    It takes too long to build up for too little effect.

  • I really hope we see circle of healing and dead hard get neutered, but so far they seem to think a slap on the wrist will be enough to fix CoH and they seem to have no problem with it single-handedly controlling and winning matches.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847529#Comment_2847529

    So then why did saloon get killswitched because of missing breakable walls causing an infinite? 🏃🏻

    Who said that's why it got killswitched? Saloon was breaking in new and exciting ways every 15 minutes from untouchable totems to missing walls. It probably got killswitched for a thorough going over when most other maps are still basically functioning.

  • I used to not like them, but tbh there's very few achievements in the game that take any degree of skill, and adept at least shows you managed a great performance.

    They're definitely hard, especially killers with no stalling, but I'd prefer that over the participation ribbon that is survivor adept.

    These days especially it's a much smaller issue because every month you get reset to ash where the requirements are significantly dropped.


    For reference, they used to be any kind of 4k when that's what merciless equated to. When emblems were introduced, merciless changed and so did the requirements for the achievements. They aren't able to change the achievements on console because they are still possible. The only change they could easily make would be to change the score event "no one survived" to "merciless killer" and then rename the double pip title, that would make "merciless killer" a 4k instead and allow them to change the trigger for achievements as they would no longer be accurate on console otherwise.

  • Nope, they don't kill switch things for being broken and disgustingly survivor sided, at most they just killswitch the offering so you can't make the game take you there.

    They only killswitch things for breaking the game and making situations where the game can't play out.

    Brings me back to the days of "you should be grateful we're even doing anything about unstompable boons!"

  • That was the entire point of MMR, to add a matchmaking system you couldn't see because it was bad PR when every other forum and reddit post was "look how broken my lobby is" with a screenshot of ranks.

    Now it can be as broken as they like, but since you can't show that it's broken they can always pull the "you don't know your MMR," "maybe you aren't as good as you think," and any other excuse because you have no way to prove otherwise.

    The only reason we even got told how MMR works is because it all got datamined after a week anyway, and it turns out they were still using just kills which they'd said months before "didn't work very well for a matchmaking system."

  • Killers and their powers.

    Personally I think this section is in a mediocre place. There's a lot of variation in power and strength. Some of the weaker killers are still fun to play though. Biggest issues I see are that the devs are very scared to change any powers even when it's fairly unanimously agreed upon that there's issues. They won't buff weak killers, they won't nerf strong killers, but then we get random executions like Deathslinger who was mid tier at best and basically lost his power.

    Secondly, it's obvious they're running short on unique ideas. Sadako is a jumble of other killer power pieces stitched together, and it's not the first time we've seen it. Oni, Freddy, Trickster and many other killers have already been criticised for their lack of originality compared to existing powers, and there's only so many variations of similar anti-loop abilities that can feel like they aren't remakes.


    Perks.

    The absolute trainwreck of balance. Blatantly overpowered perks untouched for years. Reworked perks fall into two categories, either "was useless, still useless with a 5% higher number," or "we just made this so overpowered that it's in every match until we fix it."

    New chapters come with either things so broken that they determine the meta (CoH) or you literally can't remember more than 1 of a character's perks because they're ######### awful, looking at you Jonah and Yoichi.

    The devs are leaning super hard into the power-creep method of balancing where they just won't touch things that are too strong, and keep making other stuff just as broken which makes even less-meta builds feel miserable to play against.


    Maps.

    I find most maps are decent. The biggest issues are not considering existing killer powers like Trapper and Blight when making and testing a map.

    The Game rework is still the worst thing to ever happen to a map, it's miserable on the killer side and frustrating on the survivor side when you just die because you found a dead end blocked by breakable walls and gen-doors.


    Items.

    Medkits are too strong, bit of a symptom of the CoH meta. That's about it. Green keys should probably have a default effect.


    Add-ons.

    Survivor add ons are fine. Recent killers, mostly reworks moreso than new releases, just get all of their add ons removed for memes that all feel ######### to use. I think it's just their way of avoiding anything being too strong, but honestly, what is meant to be appealing about 90% of Nurse, Billy, Freddy or Deathslinger's add ons? It makes the killers feel very one-dimensional because they lack the slight change-ups in playstyle between matches that other killers get.


    Offerings.

    If it's not bloodpoints, I don't want it.

    Offering exist solely to make 50% of the bloodweb worthless, and a sink for your hard earnt points that you can't avoid spending on.


    Luck.

    Luck is in a good place. Survivor spawns are fairly regular, I start the match going to the furthest gen and I can usually find 2-3 survivors around it. I think complaining about survivor spawns is a symptom of peoples' overreliance on Corrupt, as they force the survivors to split up and spread out, then complain about them having too much pressure.

    Totem spawns have never been brilliant. You can't make a totem spot that people can't learn, or perks exist to help find them, so there's really no fix to it, but hexes aren't meant to be impossible to find. You want to bring temporary perks? Don't complain when your perks then turn out to be temporary. Additionally, don't then bring a second temporary perk (undying) that has no effect except being a second copy of your temporary perk, then complain that you're down 2 perks. You're making these decisions, think through the consequences before blaming RNG.


    Edit:

    I play both sides, around 2.5k hours, been playing since the Pig released.

  • One big reason to play Sadako over Demo would be if you started after December.

    Other than that, not much, and even then the question just becomes "is there a reason to play Sadako over Wraith?"

  • I'd be fine with the garbage matchmaking if perks like Dead Hard and Circle of Healing didn't dictate how every single match has to be played.

  • @Pulsar said:

    It shares two words.

    I am so not ready to deal with this again.

    God how I wish we could have a ban on the topic unless it ever gets announced for real.

  • Because back when they used to try to make them strong nad game-changing, they were flat out broken.

    They've had to adjust enough of them that they just fell back on making them mediocre.

  • You try crawling out of TVs all day. That ######### ######### up your posture.

  • Their power is relatively weak and counterable by survivors, but at the same time the only ways to succeed as them are generally boring and slow for everyone involved.

  • It's probably a bug, but it's a really nice feature that all cosmetic stores in games should have.

    @ManyAchievables said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844578#Comment_2844578

    That's true, but I'm already having my fun with mixing Killer stuff that I don't have. This also works with breaking sets in the shop, and I have to say that this headpiece is way better for Trickster's God of Desire set than the regular headpiece for it.

    https://us.v-cdn.net/6030815/uploads/1EE51SSHMUL8/image.png

    Side note, why is Trickster's God of Desire skin a set when it doesn't massively change him at all? I guess there's the voicelines, but they could just set that to when you use the headpiece specifically. I really like the torso, and wish I could use it with other things, and maybe the headpiece would look better with other torsos. Being able to change the bat would also be pretty fun.

    Yeah that's just them testing the boundaries of their sheer greed. Considering the only 'unique' part of that set is his body, the custom animations and voicelines should be tied to that and the set should not be linked, however they want to see how much they make from a mediocre set using the slimmest of excuses to link it and multiply the price by 1.5.

  • @Pulsar said:

    Maybe give Boons a timer?

    I haven't seen that idea thrown around yet. They automatically deactivate after X seconds so you can either kick them or let them expire, if they're too far out of the way.

    Mainly because it makes any in-chase effect like Shadow Step's scratch mark hiding, the new haste effect, even exponential to a degree, do nothing. If they expire after a time, the only time those perks would function would be if you lit the boon right before the killer found you.

    Firstly, they need to lose verticality, because affecting multiple floors is downright broken. Secondly, they need more permanent counterplay. It's ridiculous to spend all game stomping boons for zero net gain, while if you leave them lit they flat out win the game anyway. Stomping boons should destroy totems. It should be up to killers if we want to sacrifice perks like plaything and noed to remove these awful, unbalanced boons permanently, and it it has to be set so that stomped boons can't be turned into pentimento, so be it.

  • @GoodBoyKaru said:

    It's a quiet 24m range that gives no directional indication. From my experience as and against it really doesn't impact her stealth at all- the thing you should be taking issue with is her flickering in and out of focus, which has a much greater effect on survivors being able to run away.

    They have a 5s, non-directional notification you're somewhere nearby. And by the time most people have registered it and began to look around those 5s have been counting down.

    I don't get why non-directional is meant to be a selling point. Since they changed Huntress years ago, what is directional except Spirit during phase?

    All it does is substitute the sound file for terror radius with a different sound file and otherwise gives them the exact same distance to react to your presence "undetectable" or not.

    Personally I find I'm more inclined to use Monitor and Abuse on her to be a 115 killer with a 16m TR because it's more stealthy than her "stealth."

  • It's a mistake BHVR make over and over and over again. They make killer powers with too much built-in counterability for survivors.

    They need their hand held because stealth is obivously OP so just replacing the heartbeat with a different audio at the same range is enough.

    Can't have a mobile killer any more unless the survivors are allowed to turn off that aspect of the power.

    Sadako's whole power feels like survivors choosing how your power works, rather than you using your power to do anything.

  • @Aurelle said:

    Yui's new outfit is really pretty. She finally has something that isn't a biker outfit.

    Finally not a biker outfit.

    Though she seems to be cosplaying my 85 year old Grandma.

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