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anarchy753

anarchy753

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anarchy753
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  • I'd rather risk a one-off exposed from Haunted Grounds, having to do an extra cleanse because of Pentimento, or oh no an aura reveal from Retribution than get into the situation where Devour is revealed and everyone has to drop everything to find it. Those situations never go well, and at times like that it's far easier for ther killer to defend their totem than it is early on when the game is progressing.

  • I've personally never understood the hype about it.

    Shred is a power designed to help you get faster hits in a chase, so why would you bring a perk that is only effective if you neglect Shred for 3 out of every 4 attacks? Yes, you can use Shred to not M1 the obsession to keep the stacks up, but likewise you can just use Shred to down people anyway.

    It's just a terribly designed perk in general, because anyone who has a good way to maintain their stacks is better off using that alternate way of attacking because in general it's a chase power. The only killers it's really significant on are those with built in exposed so they lose half as many stacks, or something like Pig where you can use your power to get hits, but it's generally less efficient.

  • I don't watch streamers. When I used to, it would only be small ones that you could chat to while they play.

    Nearly every survivor stream is the streamer sitting in discord with their friends, that's super uninteractive and I don't enjoy feeling like I'm watching someone else have fun with friends from the outside, it's just creepy.

    It's also very rare to find killer players who play anything interesting. I don't like watching Huntress, nor Blight, so there go 95% of killer streams.

    On top of that they then have to be not irritating to watch, or a personality I don't like, so in the end it's more effort to find a good stream than it's worth.

  • I agree, target it on the killer, not the gen. It has 5 uses per match and you can't control when it goes off, at the very least it should affect a useful area instead of a 30m radius half the map away.

  • Imagine trying to hold the devs hostage by saying an entire side should be exempt from nerfs.

  • The argument the devs brought in one stream was "But it wouldn't just be removing perk tiers, you'd also have to remove all the places specific perk tiers are mentioned, like the shrine and teachables! That's a lot of work!"

    I nearly choked laughing at that. That sounds like an hour tacked on the end of removing perk tiers, not such an insurmountable pile of work that justifies not improving the game.

  • Moris still have the slight benefit of avoiding some perks in the late game, keys have the benefit of some pretty powerful aura reading abilities and the chance to escape even once the hatch is shut.

    Point is, you deserve neither a kill nor an escape you didn't work for just because you brought an item/offering.

  • Once Oni triggers his power it's on him to screw up to not have his power for the rest of the game. Outside of Nemesis and add on combinations, everyone else has the potential to be back at square 1 once their power ends, either guaranteed or by survivor choices, Oni is the only one who has control over his own power staying up by playing well. Nemesis is good but not as major a change as most other killers.

  • Not gonna happen. Removing hatch/basement offerings, mist offerings, hook distance offerings, map offerings, chest offerings etc would imply BHVR made a mistake adding any one of them, and BHVR never admits mistakes.

  • The only reason she's so unpopular now is because most of the people who played her are the same one who will main literally anything if you tell them "It's ridiculously strong and not hard to play."

    The second something like that sees a nerf they jump ship to the next most broken thing.

  • TBH I can't see Legion being much better for the changes. The speed boost is certainly nice, but needing to hit EVERYONE to get any use out of the downing mechanic isn't going to be reliable at all.

  • @Aurelle said:

    Grim Embrace. I never really understood what the icon means.

    My best guess is it represents Artist's lost hands. The flavour text says "your act of servitude to the entity has not gone unnoticed," so in my head it's like "work for the entity and the entity will help you in return" the way it replaced her severed hands, but in this case it aids you in finding and stalling the survivors.

  • No. The amount of salty people who DC because they think they're better than the killer but the killer beat them is still massive, there's no reason to allow them to keep everything they earnt while denying the player who beat them final hook and sacrifice points.

  • I've never understood the categorisation of "basic attacks."

    If you want to make perks strong for M1 killers, but weaker on killers that have huge mobility power hits, then sure, but basic attacks have no consistency.

    Of the two top tier killers, every hit from Nurse is considered basic, yet power hits from Blight are not.

    Every hit from Spirit and Wraith, even those greatly amplified by their post-invis boosts are basic.

    No ranged attacks are basic from Huntress, Nemesis, Trickster or Plague, but every hit from Deathslinger is.

    A perk like Surge with a built in cooldown is basic attack only because letting people trigger it with power downs is unacceptable, but something like Infectious Fright is fine when it lets Billy and Oni chain 1-hit downs easily.

    In my opinion, "basic attacks" should be removed as a concept entirely, with the exception of the exposed status. As far as I can see the only downside in doing so would be Demogorgon having a harder time keeping StBFL stacks, and I've never been fond of that on him anyway.

  • It absolutely should not be a hex. Since cleansing any totem reduces its impact by 20%, there's no need to have a specific totem that also removes it entirely.

    You want to boon faster? Go cleanse those other totems.

  • I agree with others.

    5% base, PGtW nerfed to 20%, (25% total.)

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897523#Comment_2897523

    You forget by this, that there always will be 75%+ perk*, on each side. It is sad, but human nature works like this.

    Most people don't want to spend much time thinking on what is best in general, or what is best for themself, they just want to adapt to the easiest and fastest thing possible.

    That is boring, but it is also unavoidable.

    Edit: And that counts for both sides.

    *If Bhvr moves not one day forward to a perk system that does not supports double, or trible perks of the same perks.

    And? So what? Is that not the point of employing people to balance perks?

    If something is overused it should be nerfed, and give other things a chance to be seen more. A constantly shifting meta is much more enjoyable and better for long term game health than what we have in DBD; the same meta for 4 years straight, and the only new things that get used are because they're added in an obscenely broken state.

    Look at any basically other live service game, like MOBAs for instance, and you'll see that those that balance well and keep the meta healthy and changing are much better, more accessible and generally more enjoyable than those that just depend on powercreeping existing metas with new additions.

  • Video Tape is by far the best.

    Personally I really like the Ring Drawing that spreads condemned when survivors heal. It means that condemned actually has a chance to be threatening and survivors lose a significant amount of time managing it. It also discourages healing which helps her playstyle.

  • Ruin was nerfed because it was too punishing for new players, not because it was too prevalent.

    That said, any perk that is in >75% of matches should really be in line for a nerf.

  • No. There should be no "am I standing still" mind games on Spirit.

    Vaulting never created a phasing noise, so it would still be a coin toss as to whether she's on the other side of the window and you can stay safely where you are, or she's 90% of the way through a vaulting animation and you need to be gone already. Phasing noise would only be relevant if she chose to phase around the window, but seeing an animation as the killer vaults a window is still important information that should not be taken away.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896376#Comment_2896376

    But it's not unknown. There's a literal gauge on your HUD. Plus people know it's 2 minutes per phase.

    All my suggestion is doing is adding flavor to the hooks on that one map.

    But it's not 2 mins per phase, it's 1.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894685#Comment_2894685

    I can see pig being hard for a new player. You could fall into the trap of crouch walking around all game, you could mis-prioritize going for a survivor with a head trap over survivors on gens, and her ambush attack only works at extremely short tiles and just wastes time otherwise.

    I can see Shape being hard too, no real anti-loop, probably the worst starts for a killer in DBD (when the start is the most crtiical time for a killer), you need to manage stalk on survivors to make sure you can tier up on people still, and there is a limited amount of tier 3's per game so you are pressured to make lots of things happen each tier 3.

    Ghostface is the same, no anti-loop, his power is negated by looking at him, and you need a lot of map knowledge to actually stalk effectively. New players are going to have no idea where to approach gens from.

    They put someone like legion as "easy" and I agree. You see survivor, hit M2, run up and collect a free hit with no skill required.

    So far I agree with the difficulty ratings, as seen from a brand new killers perspective.

    TBH Pig is one of the killers I recommend new players play if they have access to her.

    She has built in stalling which is one of the things most new killer players lack, she has stealth which a lot of newer survivors suck against, and she's 115 so you learn to chase the way a majority of killers do.

  • It's losing players less quickly.

    That said, trends like that shouldn't be expected when a significant licesned chapter dropped during that red period, there have been multiple large sales, and they've run several "log in every day for rewards regardless of whether you play a match" events to artificially boost the numbers.

  • It's a large part of why I don't enjoy playing Pyramid Head.

    Sending a survivor far away and not knowing where they are often results in the survivor being unhooked instantly a long distance from you. Instead of 1 survivor on a gen, 1 in a chase, 1 hooked and 1 moving across the map to unhook when you're a safe distance away, you very, very quickly get back to 3 survivors on gens, 1 in a chase.

    The killer being near the hooked survivor right after they've been hooked is the only thing that prevents instantaneous unhooks, heals before you can be close enough to pressure, and gives even a slight element of balance to the time dynamic before a person is dead.

  • A bad perk should not be reverted to being a bad perk that one killer uses.

    Stridor should be reworked, not made to be stupid on Spirit and worthless on everyone else.

  • @feffrey said:

    This isn't so much of a rant but a observation I've since my time playing dead by daylight.

    Whenever a new survivor/killer comes out they make some pretty interesting perks that change up game play. I loved that and it made it pretty fun refreshing than using the same 4 perks for years just to win . Then they go and nerf the perk to be mediocre or less viable then you're forced to go back to the same old meta build. I'm no longer interested in getting new survivors or killers it just feels like a waste of time

    Rip Boon circle of healing 🙏 💔 😢

    Boil over nerf came out of left field though

    They didn't make something "pretty interesting" that changed up gameplay.

    They made a perk that was so overwhelmingly strong that it was in every single match, and dictated how every match would be played.

    "It's not the same meta perks we've been using for years" is not a justifiable reason to keep something objectively overpowered in the game, nor does it make it any more fun for the other side to deal with than the old meta perks.

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892585#Comment_2892585

    Okay yeah that makes sense. I still think they are garbage though and should be buffed in some way.

    Well considering Haemmorhage is being entirely reworked, that's kind of happening.

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892558#Comment_2892558

    But Pyramid Head’s doesn’t either, you just need to step in his trails. Haemorrhage isn’t even that big of a debuff so I don’t see how having it activate across the map is a big deal.

    Trapper’s can also activate across the map without killer interaction.

    In both cases, the only reason to get debuffed by either is a mistake. Freddy's traps can be disarmed by interaction with them, and so debuffs on them being non-infinite makes more sense. Disarming a bear trap can't inflict a debuff, and there's no reason to stand on trails, or at the very least not crouch over them when it is not urgent to cross them.

  • They probably have a time limit as they don't require killer interaction. You can trigger dream snares anywhere on the map and destroy dream pallets you know are fake, so having a permanent debuff for doing so makes less sense than a permanent debuff that requires the killer hitting the survivor in some way.

    Especially the purple one, a prior to the haemmorhage change it affected healthy survivors, so 'until fully healed' wouldn't make sense as a condition.

  • Other games like Warframe have held voting for community content, and all that made it through were memes despite genuinely good concepts in there.

  • I don't like it, mainly for the fact that the killer's only way to determine progress is to kick it, meaning you either waste regression perks on hardly touched gens, or don't use them on a secretly 99ed gen.

    Killers would also have to walk up to every single gen to see if it was kickable even at 0 progress when most checks are done from a distance. It would be an insanely huge advantage for a perk which may or may not even be in a game.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890294#Comment_2890294

    In the Q&A dev stream from last October:

    @Tayte - "Do you ever take inspiration from fan created chapters?"

    Truth be told, no. BHVR's chapters are worked on very, very far in advance due to just how many things need to be considered.

    But they love seeing them and reading the comments, if that's any consolation.

    this is from GoodBoyKaru‘s summary thread, which you can find here:

    https://forum.deadbydaylight.com/en/discussion/285995/holy-the-devs-did-a-dev-stream-again-and-i-watched-it-again-so-you-dont-have-to-again/p1

    Probably just a PR answer anyway. If that's their public statement then nobody in the future will be able to say "they stole my concept and didn't credit me!"

  • No.

    Simply for the reason that perks should not have perk-specific interactions.

  • Here's mine.

    @anarchy753 said:

    As we know BHVR has said perk tiers will not be removed, as despite this meaning the grind wouldn't be its current size for another 5-10 years, it isn't a permanent solution.

    As far as I can see, there are only 2 ways a grind like DBDs can be permanently reduced:

    * Bloodpoint gains or costs can be adjusted every chapter to make the total cost of all perks on all characters the same. This would be a lot of work, confusing, and is a very unlikely option.

    * There has to be some way of unlocking perks which happens across all characters, rather than needing to do it individually. This would mean that each new chapters would add a flat amount to the grind rather than requiring a whole new character's grind, plus their perks on an ever increasing cast.

    Therefore, this is my idea for a solution:

    Current teachable perks are reclassified as "Bronze Teachables." They work the exact same way as they do now, and the shrine still has bronze teachables.

    At prestige 1, 2 and 3 respectively, you can now receive Silver, Gold and Iridescent teachables.

    Silver Teachables unlock the perk for all characters at tier 1.

    Gold Teachables unlock the perk for all characters at tier 2.

    Iridescent Teachables unlock the perk for all characters at tier 3, and unlock a bloody charm of the perk.

    How would this fix anything?

    By giving prestige more relevance, each character would only have to be raised to P3-40 to have every single perk on every single character. This would be substantially cheaper than maxing out all chracters currently, as bloodwebs are significantly smaller before 50, meaning the 200 levels to max a character would cost a lot less than a current character reaching level 50 and collecting all perks without prestiging. It is monstrously cheaper if we also include current prestiging into the mix.

    Players who currently have a character at P0 + all perks should not be punished, as they could simply unlock the bronze teachables as they currently do and spend the small amount of levels to unlock them on a specific character, or they could P3 the new character and have the perks maxed regardless.

    This would mean obtaining a new character would mean you'd start with many more perk options instantly, based on the characters you've already invested in heavily.

    In order to reach P3-50-All Perks on all characters, each chapter would add 200 levels for each new character, rather than adding 200 to P3-50, plus 150-200 to unlock the perks on them, plus 5-6 bloodwebs on every existing character to unlock their teachables (which is currently another 150-200 levels and rising.


  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886363#Comment_2886363

    My point exactly. I feel like I'm wasting my time filling all those questions out.

    Yeah. Has it been 6 months, or longer since they asked us "would you like linked sets to be less restricted, ie weapons not linked" and we've seen 0 progression there. In fact, since asking that they've just been using more excuses to link sets that don't need to be linked.

  • There have been tonnes of these surveys with great questions that make everyone think "wow, maybe that's gonna be an upcoming feature then."

    It almost never happens.

  • Because they wouldn't actively add a feature with the sole purpose being to "disconnect" without a penalty.

    Survivors can only die on hook faster because they need some form of time pressure on the hook, and the self-unhook mechanic needs a punishment for trying.

  • Sanctum is the least awful.

    Whoever decided to stick 5-6 strong tiles next to each other in the center of the map was a sadist.

  • I can't tell the difference, I've had moronic teammates the whole way through.

    "Duuuh, I can see Quentin when I'm injured, and the heal bar goes yellow when he heals me, and his name is ######### 'TRIAGE HEALS.' Better go self care in the corner 6 times."

  • Plague. I love playing her, but every time I go against her I get the three most braindead teammates you could imagine. They literally smell puke and they're already cleansing 2 seconds into the match.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879598#Comment_2879598

    I know just wanted to showcase Behavior is clearly doing something right for these numbers to be going up rather than down like everyone said.

    Are they doing something right, or did they give away free daily bloodpoints and have codes that expired quickly to get people to log in daily and bump up the numbers, regardless of whether they played or not?

  • I've seen lots of these concepts with "pretend to work on a gen."

    What game are you playing that you have time as killer to sit around pretending to do things so that someone will maybe walk right up to you and die? Cos it certainly isn't DBD.

  • I don't get intimidated, but after thousands of hours it's pretty easy to spot when a lobby isn't going to lead to a game I'm going to enjoy, and Im playing the game to have fun, not to be tormented.

    Months ago I decided I'm not taking a lobby with a twitchy. At least 90% of the time, twitchies run in 3-4 stacks, and put more emphasis on making the killer's game miserable than just playing the game. I have no interest in engaging with them and my games have been far, far nicer since adopting that policy.

    The only other case would be clones of Neas or Fengs in this month's most toxic outfit, carrying flashlights. That's enough of a warning sign that I'd rather wait the extra 30 seconds in queue for something enjoyable.

  • I just don't think the obsession should be immune to the slow.

  • The issue with CoH is creating a huge zone where people get healed up insanely fast.

    Regression when they aren't healing does nothing to touch that, because they heal up insanely fast.

  • The community seems to be attracted to horror in general. Bringing a bunch of horror icons together is bound to attract us.

    I don't think there's any canonically gay characters at all yet, but there are a lot of characters whose romantic life has not been mentioned at all.

    Side topic, as a gay guy in their late 20s, I really hate how people have latched onto referring to us as "queer." Many of us still come from a time where that was what people would hear as they're being beaten and #########, and having others decide for us that it's suddenly alright to refer to us collectively as what many still feel is a slur feels wrong.

  • The issue with the haemmorhage change (which is a great change) is that it buffs a lot of stuff passively, but I'm not seeing anything significant enough that I would start using it because it has haemmorhage.

    The biggest change I see is that Freddy now has a handful of add ons that do something.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872859#Comment_2872859

    Condemnation should be so once you get to 7 stacks you cannot remove them with tapes anymore. They should reduce the time to gain condemn when holding a tape to 24 seconds to match the movie 24h is a day.

    I like that.

    The handful of time I've gone against masochists playing her, I've legitimately not even interacted with the TVs or tapes and never got higher than 3, except when she was running the add on to spread Condemned with healing, and that got me to 5.

  • Anything of value in a chase.

    TVs taking less than the total duration of the match to come back on.

    Condemned as a mechanic being slightly more threatening than "Oops, I ignored Condemned all match. These three stacks of it I got are vewy scawy."

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