anarchy753
anarchy753
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- anarchy753
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I mean, the battle pass dumps so many skins and recolours of old good ones that I no longer care enough to look at the store, so if they're gonna hand me DLC for free, I'll take it.
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And give Ada her Lana Kane sweater-dress.
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Lery's is a testament to the idea that just because you CAN make windows variable between matches doesn't mean you SHOULD.
Most of the frustration of this match is bad window spawns for one team or the other, and painful navigation when you need to go 75% of the way around a room before a door is open.
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I'll happily do this while teammates are alive, a salty Myers is better than instantly losing a teammate. (That and 99% of Myers in my region run tombstone piece every single game)
But once you're the last person like this, you've already lost, the game is over, you're just choosing to be a dick.
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Paranoia.
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Pinky Finger was disgusting and needs to come with the same drawback other one-shot add ons do. Having multiple chances to keep whiffing your one-hit down and still getting it rewards bad players, not "high level" ones.
More than that, a killer's kit should not be balanced around a presumption that they're bringing an ultra rare add on every game.
I do think that since the bottles lost their distorting effect to prevent motion sickness, they should have introduced a thick vignette around the edge of the screen so that being intoxicated still limits your vision, just in a less vomit-inducing way.
If Clown needs buffs, he needs buffs. Redhead's Pinky Finger is not where those buffs should be aimed.
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A bot is still clearly worse than a real teammate. You're still actively ruining the game, not only for your teammates who pretty much just had their death sentence signed, but also for the killer who has to play against bots instead of people.
The game is not designed for quitting every time you don't get your way, THAT'S why there's a punishment, and there's no reason to remove that punishment so that more players can feel justified in quitting like a child when the game doesn't go their way.
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The killer's only play on this map is to go for a three gen, because it's too long and punishing in the center to be worth patrolling. It makes it miserable for survivors to play, despite many areas being strong for looping. It's a very uninteractive map.
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I just genuinely have no idea how she works any more. Played a game a few days ago where I had a tape and still gained condemn. Is that how she works now? Is that an add-on? I can't be bothered looking it up and working it out because by the time I do she'll work differently again.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665570#Comment_3665570
I enjoyed her character in the show but Dbd players made me hate her in-game with a passion.
Anyways, I like Claudette just as my buddy @GeneralV does💜. She’s simply the best and needs her own Freddy cosmetic with a home made Freddy cardboard mask and butter knife glove so I can feel the general is with me in game.
Favorite female killer, it’s gotta be Tiffany. Shes so cute and I love her actress. She did such a great job in the movie and with her voice lines in game.
I don't even like Chucky as a killer, and I can't say I've been a massive fan of the movies, but Jennifer Tilly coming in for the voice was enough for me to get that skin.
For me Yun-Jin and Amanda.
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I don't know why, but thinking about the Coldwind maps properly has me realising that, while most of them feel relatively balanced, I still despise playing on them more than most maps. Corn sucks.
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Personally I'd say just move the roar to when she starts the ambush, rather than during the charge-up time. It gives people less time to react that way, without removing it entirely.
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The PTB is so weird to me. They've all but said nothing meaningful gets fixed between the PTB and live because their isn't time, which means it's little more than advertising.
However, I really feel like several weeks between revealing the killer and it being live kill off the hype. It would be so much more impactful if it was like "ok, here's the trailer that finally shows you what it is, GO PLAY IT NOW."
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That was Billy-main propaganda spread from the day of his nerf. Billy has always been disgusting to go against.
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@skylerbound said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665827#Comment_3665827
Honestly second the avoidance of the FOMO rifts/events and such when you are in burnout. As much as I kick myself for missing out on Jake fits, they’ll eventually be available in the store.
oh and if you save the BP from your tome challenges and save 2 million bp ahead of time you can take a 1+ break from the game before a chapter release to give yourself that break.
I like to go with the rule of "Don't buy the premium rift until you've already earnt back the cells on it."
That way I don't feel like I have to play because I already spent money on rewards, instead, I get the rewards if I am enjoying the game enough to earn them.
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I took a year off and it was a great choice.
It also helps you break a lot of the FOMO loops that this game tries to keep you in.
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Every feature on the map is a strong, safe building.
Shack is shack, how has shack not been changed in all this time? At the very least make the back wall solid and not have big gaps for the survivor to see you through.
The house of pain is still one of the safest places in the game for survivor, with a god pallet directly into a window in most setups.
The 2 story house isn't as good, but still has lots of open windows to vault making it easy for survivors to gain ground while moving between buildings.
The main building is a goddamn hell-loop. The strong window outside, the TWO god pallets inside, and the long narrow corridors that have no potential for mindgames are all crap features.
This map shows why breakable pallet walls were abandoned. They're either must-break walls like the 2 story house, wasting the killer's time, or they're unbreakable, like the main building, unless you want to make broken loops even more broken.
It is genuinely hard to not instantly give up as killer when you spawn on these maps.
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The Grim Pantry is an exercise in finding a survivor, having them run to the god building, and either letting 5 gens go off to get a down, or just letting them escape the chase every time they do.
That building is TERRIBLY balanced. Easy windows to keep distance, perfect distances to keep breaking line of sight and preventing bloodlust, how it hasn't been fixed in years is an absolute mystery.
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So much more potential for more body horror.
Instead we get the more-easily-sellable-cosmetics option.
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Distortion became meta because:
- You can recharge it.
- There's simply too many aura reading perks to play around.
Back in the day the rules were "get in a locker when someone gets hooked" and "don't heal in the terror radius." Now, every time a player scratches themselves there's a perk to reveal their aura. Distortion gives me the peace of mind that I'm not CONSTANTLY being revealed to the killer, and it's a good perk because of that.
Just the other day I had a game where we stomped a Nurse because she was relying on perks like Nowhere to Hide, and the 4 solos in the game all had Distortion. She had ABYSMAL game knowledge to find us, and when her perks to see us at all times were turned off, she couldn't find anyone.
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The best thing a perk can do for a killer is "stall the game, without requiring additional time commitment to trigger."
Things like Sloppy trigger on M1, and passively slow the survivors' healing. Generator (and gate) blocking doesn't require walking over to the generator and doing a long slow animation to slow them down. As much as I love Pop, if there's a gen worth popping, chances are I'm losing out on time by ignoring the survivor who just ran off the gen while I stop to kick it.
Most newer killers these days have powers that are built to operate in a chase. It makes chase perks less necessary, and being able to slow the OTHER survivors WHILE in a chase or just by hooking people makes them much more efficient.
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@appleas said:
I have no idea why it's holding an axe. The teasers gave off the impression that it used fists/claws to attack victims.
Yeah I don't get it, except that it's easier to make cosmetics for. The 'scariness' of this thing was best in the trailers, the idea of it being right on top of you, ripping you apart, a mass of flesh and wrong body parts. It would be much creepier to me it it attacked with its body in some way. Hell, use the default lunge range but make the animation look more like a demo-pounce and I'd be way more impressed. An axe is just too... normal.
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The issue is it felt like they had a design for a killer, and a design for a power, and they just stuck them together with zero regard for whether they suited each other.
Both could be decent on their own with something that matches them, but together it's just a stretched dude that fires grenades for no conceivable reason.
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It's an absolute joke. Mangled now does not have a function unless you're playing hit-and-run specifically.
Anyone who gets mangled applied to them is generally put on a hook, and by the time they get unhooked and to a safe place, the status is just gone. There's no "oh it makes them have a hard decision about whether to heal or wait" when the "wait" is like 10 seconds max.
And even if they do wait, what has your "debuff" accomplished? The survivors are more efficient at gens because they do that while they're waiting to heal faster.
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It's worth mentioning though, that at this point, the 'monster in the woods' style creature isn't a Wendigo. By which I mean, there's so many iterations of creepy, youtube-style horror series with weird humanoid monsters all with their own stories and backgrounds etc.
It's irritating that every time something vaguely down that line comes up we get the "that thing is nothing like our myths, but also, that's ours and you can't use it!"
They can have their culture, but they don't have ownership over the idea of humanoid monsters in the forest, whether they can shapeshift, become animals, or eat people. If something is so far apart from what their myths are that they are upset over it not being right, then drop it, it's not that creature so it's not your concern.
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It felt ok for a while when they dropped some of the numbers of pallets, but since WoO gained popularity it feels much worse as you get led efficiently from one to the next without a gap.
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They genuinely seem to have no idea how to balance a power that has lethality.
Every patch, Sadako goes from Condemn-killing survivors before they've even been hooked once, to not getting a single condemn-kill, to only getting condemn kills when they're already dead on hook which is pointless.
With RBTs, survivors now have 20% longer to get them off, AND the Pig won't be pressuring them while they do so. They have ZERO lethality any more. Except, ironically, by using the disgusting scream build which was the problem that probably got her traps nerfed in the first place, and wasn't touched at all.
You know the change Pig traps needed to be fair? Screaming doesn't interrupt searching. There. RBT problems solved.
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Their culture is very sensitive about people referencing their mythology, especially when it is bastardised as an internet version that doesn't reflect the original. It's best to respect that.
Instead, why not use one of the hundred or so other shapeshifter myths from every other culture in the world that also thought of one for the same purpose?
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Absolute joke that they feel the need to nerf her far harder than the buffs they're giving her.
For god's sake, WHY IS SHE STILL SLOWER THAN SURVIVORS WHILE CROUCHED? We have goddamn Billy revving his one shot losing zero ground to survivors, but for Pig to get an elaborate M1 she has to slow herself, THEN stop in place for a full second, THEN she gets to run slightly faster than survivors, at which point they're nowhere near cos they just ran to the next loop while you mind-gamed yourself.
Hell, DEMO has the most comparable attack and he can charge and use it WHILE MOVING AS FAST AS THE SURVIVOR.
There's no justifiable reason why that change didn't boost her crouched speed to at least 4 m/s.
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@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651354#Comment_3651354
While I understand that perspective, I feel like it fails to see the bigger picture. Icons of horror are born from singular movies, that studios usually ruin the magic of by making so many movies for it.
I'll use the ring/ringu as an example. It became an icon of horror off the first movie. The TV scene is iconic even people who don't like horror know it, and the design of sadako/samara was so popular it influences the designs of ghosts today.
Then, because it was so popular, it spawned a few sequels/prequels. But those aren't what most people associate with the movie. They see that first iconic scene of the girl crawling out of the TV, they remember the character picking up the phone and being told 7 days, and they remember the long hair flowing in front of her face, revealing only her eye. And all of these were made iconic by the first movie
Those 'single movies' all generated franchises because they were popular and had unique and lasting impacts on the genre. Can it be argued that some milk the same thing for too long to the point that they become bad? Of course, but they keep making them because people still like the original premise.
I don't think we have enough predictive power to go "oh yeah that movie that got some mediocre reviews this year, that's where the future of horror is." A year down the line people are gonna see a picture of Megan and ask "who's the annoying child?" not "wow, tiktok dance girl."
I'm not saying we can't have modern licenses, I'm just saying there's a big difference between something that was hyped for a month then died, and something worth including in the game long term.
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Personally I dislike how many buffs are baked into her base kit, with haste, and undetectable, and hindered, and injuries from across the map, and broken.
I don't like chases being influenced by someone else interacting with a drone halfway across the map.
I don't like 75% of the map being covered in drone AOE with zero meaningful counterplay. Breaking them is only temporary, gains nothing, and if she chooses to she can just replace them anyway. With the ease of replacing them, drones should at least break permanently.
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I think the big thing to consider is franchises. I'm personally not eager for them to pick up licenses of flavour of the month rubbish like Megan that disappear after a year or so and then we're left with them lingering in the game. Like genuinely, it was a pretty bad movie that only got attention for "wow, she's evil but she's dancing in the trailer, she's so sassy, slaaaay," and it did absolutely nothing new or creative with an overused plotline.
I think the best licenses are ones that have shown they stand up to time. Old horror is iconic, but newer entries like Saw have shown persistent success over recent times. One-off movies like that don't really deserve to stand alongside horror icons like what we have.
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Except MMR is a hidden background score.
You can TELL people whatever you like, but when the only real determiner of a win is how the player feels at the end, it's up to them. If they feel like it's not a win as long as someone gets out, that's for them to decide.
If we had anything in the game that actually mattered for 'winning' or 'losing,' it would be a different story.
Personally, I'm happy as long as I get solid bloodpoints, and more kills = more points.
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@Nebula said:
Doubling down on the 60% kill rate to keep the horror theme of the game is concerning when no one even plays this like a horror game in Lights Out mode.
You can’t have an MMR system if it’s forced and not an even chance of winning every game.
You can't have an asymmetrical game and think that flat 50% = balance.
There is almost never a game with 0 kills, because having ONE person hooked endgame makes it exceptionally likely SOMEONE will die.
Also, it's far easier to secure the final kill than it is to kill any other survivor.
Those two factors are going to mean that even in a perfectly fair game, the numbers will always show higher than 50% kills, because the outcomes don't neatly distribute at 20/20/20/20/20% for the outcomes. It would be more like 10/30/20/10/30, which will naturally push the numbers higher.
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I don't mind Bubba getting a buff to be a bit stronger, but only if it comes with something like "hitting a survivor who just unhooked or was just unhooked ends your chainsaw." Not a full tantrum, but for everyone one person out there playing Bubba well, there's 50 that just use his power to mow down an unhooker, hit the unhooked person and catch up and mow them down in the same chainsaw.
By all means buff his potential away from hooks, but all these suggested buffs would ALSO increase his filthy camper potential.
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Most of the popular slowdown perks at the moment come with built in info. Do I need a perk like BBQ when people are too lazy to avoid Pain Res and scream, telling me which gen is the most progressed?
Personally I'm still fond of chase perks, and it's dated, but nothing is more satisfying that hitting someone at a pallet, being stunned, and immediately downing them because of enduring spirit fury.
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Have you ever played Ada? Her footsteps are certainly unique. Great clomping thuds to the point where I don't wanna use her unless I'm using Ripley's no-footsteps perk.
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I feel like both have a very unique playstyle that isn't what a lot of people are looking for. Plenty of people are more comfortable on something like Wraith where the power is a buff, but in the end you just play M1, or they want the bigger challenge of Nurse/Blight/Billy which comes with far more oppressive strength.
Personally I think Dredge is a lot of fun. I love the mobility, I love night time, and I love countering loops with his remnant, but I can also see why people don't want EVERY chase to be a remnant mind game exercise.
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@Feneroe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646628#Comment_3646628
It would have zero effect, as long as the survivor doesn't weaponize it (spoiler: it would be weaponized) to be as big of a nuisance as possible to the killer in their four minutes they couldn't be hooked.
Down them. If a teammate wants to "weaponise" it by doing literally nothing, then the other survivors may as well already be down a teammate. Unless you hook them the first two hooks in a row, it doesn't benefit them at all.
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For tunneling:
When the first survivor is hooked, they are marked with something on the hud. Let's call it "weakest link."
When they are unhooked, weakest link lingers for 3-4 mins, paused while downed.
If the survivor with weakest link is hooked again, all survivors gain a 25-33% repair speed buff. Weakest link from this point no longer has a timer, it is permanent.
If the survivor with weakest link is hooked for a third time, the repair speed bonus is made permanent on all survivors.
If at any point another survivor is hooked (while weakest link is not downed) then the weakest link effect is removed for the rest of the game.
This would have ZERO effect on matches where the killer doesn't aggressively tunnel the first player they find, removing them from the game and getting the cushy 3v1 situation for the rest of the game. All it does is say "if you choose to make one person's game awful from the get go, you aren't rewarded with a way easier match."
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Champion of Light seems only to encourage the playstyle that most annoys killer players. It's also rather annoying to survivors when you get a teammate who spends all game trying to use a flashlight instead of being useful.
Deadline is downright terrible. It's bad enough when you get the occasional Doctor game, why would I inflict that on myself? Worse, it has no baseline benefit except for MAYBE hitting a couple of extra great skill checks over the course of the game. A perk shouldn't need a secondary perk alongside it to have any benefit at all.
Boon Illumination is just bad. I'm not going to spend the time finding a totem and booning it just to see information that other perks like Deja Vu give already. Again, it only really has a point when you're already using other boons, and even then it's hard to justify using.
Considering he's the entire content of the DLC, Alan's perks might just be the worst value on a survivor in a very long time.
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I don't enjoy a killer whose chase against me is affected by the actions of randoms half a map away.
She also just lat out has to much going for her. Tracking, area denial, stealth, haste, injuries without even interacting with the survivors.
Considering how quickly she covers the entire map with drones, hacking them should really break them.
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No. Personally I don't use flashlights, so Champion of Light does nothing for me. His boon is a lot of time spent finding a totem and setting it up to get information that other perks provide on demand like Deja Vu. It could arguably be ok with other boons, but I never see it being worth the slot. The last one makes more, harder skillchecks, and personally I have no reason to make every match a doctor match for myself.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645197#Comment_3645197
Yeah balanced wouldn’t be the word for it, but is it different, yes. Are there positives, yes. Am I glad it’s only for 6 days, also yes.
Exactly. If it was like the big unveil of a new permanent mode, I would have more problems, but the absolute tantrum the community is having over what is meant to be a bit of fun for a week is ludicrous.
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@WolfyWood said:
If you like it why do you care what other people think?
I don't, particularly. I just thought it might be nice to have one thread appreciating something different and fun amongst the 10 pages of sulking.
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@Dainank said:
When will 'The Singularity' price go from 9k to 4.5k IriShards?
I understood that the latest killers/survivors will be 9k but at what point do they shift from the 9k to the 4.5k pool?
Each of the packs has about 4 chapters worth. I imagine they won't bundle up newer DLC into packs until they have at least 4 that have been out for over a year at least. It's far more profitable to sell 4 DLC at full price than a bundle at a discount, so I can't imagine it being a quick process of bundling up newer things.
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You can make them glow in the dark... for the fraction of a second they're within the circle of vision. Other than that, you can stalk from a distance and you only know it's working because your bar fills up and you move slowly.
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@Nebula said:
Why create new and fresh concepts just to only use it for a week and then go back to normalcy? Why not just keep the game mode to give more options? This games not small enough to where splitting queues should be an issue, so why not just keep the game mode? I don't think people are going to fret too much if there's balance issues, and if there are, you can just go back to the base gameplay. What are thoughts on this?
"Splitting queues isn't a problem."
Meanwhile; the 10 minute queue to play lights out on the first day.
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Lightborn.
Mindbreaker.
Walls.
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@Shaddoll_Serpent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643533#Comment_3643533
You can also use each individual piece separately, even though it's a set and you're supposed to only be able to use them all at once. Mixing and matching the set pieces with other outfits however really makes me wish this outfit wasn't linked in a set.
Yeah, the head piece is one of his best looks, but I'll be damned if I'm gonna run around dressed in a shower curtain for it.
Honestly I might actually play him if this look was allowed.
https://i.imgur.com/7liEBSF.pngOn an unrelated note, remember how many times they've asked us (or hinted about) unlinking unnecessary parts of sets, and it just hasn't happened?