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angrychuck

angrychuck

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angrychuck
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  • Considering the other reworks we've gotten as of late, I'd say he's quite decent. I think his balance is a good middle ground but I still feel that freddy, well, just doesn't feel like freddy. I do feel this however will be the final iteration of the character that we'll see in this game.

  • The contest isn't running right now but it can be expected that it'll run somewhere around August-September, same time as last year.

  • Genuinely can reiterate the same point for survivors, I mean every match you'll see SB, DS, vigil, UB, the works. I don't see a problem with killers using strong perks when survivors are also using strong perks.

  • @Brimstoneslinger said:

    Yeah "least biased discussion", but Its been almost 2 years since last slinger change, now every new killer comes with some form of map traversal, all major gen regression perks got nerfed, anti anti anti systems implemented, anti tunnel is stronger than its ever been (shoulder, free ds, 15 second endurance, extra hook timer) while slinger still remain a 4.4 blob without map mobility and even without brief zoning potential outside of 18m range to keep in check prerunners like huntress do, all those factors push deathslinger into territorial gameplay which got gutted in current state of dbd so he feels pretty outdated now.

    I would suggest 4.6 speed, thanks to all downsides and state of the game he have no reason to be 4.4 anymore but looking at trickster situation its unlikely change so maybe some second ability that boost slinger speed to 5.0-6.0, decreasing terror radius to 24m (maybe even 20 m) and unequips redeemer behind deathslinger back for 15 secons, equipping redeemer would cause a brief but heavy slowdown so its wont be used to gain direct advantage in chases, cooldown similar to highest cd of doctor static-45s or getting obtained only after each hook (lore accurate considering that slinger is bounty hunter) or with some other features, modifiers and weaknesses but with same core idea, or just return old ads.

    I would like to see slinger be able to use his chain to swing around like spiderman /j. On a serious note, I don't know how they can fit map mobility in with his powers theming, but I think yours is a decent idea. For basic buffs though maybe increase chain strength just a smidge and decrease the reload speed.

  • There isn't a way to get in contact with customer support any quicker than the way you're trying now (as far as I'm aware). The only quicker way might be if a mod sees this post. I will say that BHVR has some notoriously slow customer service so you could be waiting a good while.

  • @Elan said:

    Revealed Springtrap now gets TR back for 10s but no longer shows aura. Then he gets permanent stealth back.

    When Springtrap is not revealed his axe can't be removed, he moves at base speed when wielding axe, gets stun immunity and any generator he damages loses half it's progress.

    You are banned from the kitchen.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074651#Comment_4074651

    I'm actually genuinely surprised we never got a Sasaki Haise survivor for Tokyo Ghoul. I find it odd we have Aogiri Tree outfits for survivors like Nea when they are basically terrorists.

    Nea getting an Eto cosplay is definitely the most bizarre out of the bunch but the only real fitting mask in the crossover was probably Noro.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074281#Comment_4074281

    I've actually not watched the anime because I plan on reading the manga, and the general consensus I've heard seems to be that the anime starts strong then kind of devolves into nonsense. I'll also say that Kaneki's voice in DBD put me off the idea of the anime because only having DBD to go by, I presumed his gremlin screams were going to be a mainstay. I thought the chihuahua in the tumble dryer bit was actually his iconic sound design and didn't think I could stomach it every 10 minutes. Glad I was wrong, still gonna read the manga instead.

    I like Taurie because I find her downed scream funny. Dustin gets similar praise.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074280#Comment_4074280

    Before my time that, for sure. I struggle to do well with Demo because I think I get too excited over his portals, when in reality, most people seem to play him without making too much use of them. I enjoy Demo, though. He's a good pup.

    Nice to see some people on here who actually like Kaneki because Tokyo Ghoul is awesome. Definitely get on the manga cause it's one of the best ones out there and my all time favorites.

    I'll also add that I specifically spirit because of here loud ass breathing and noises, like I get you got shredded into pieces but can you not moan so aggressively at me???

  • No killer needs to be S tier, rather every killer should be B or A tier. This is impossible due to the nature of killer powers in that some will always be stronger.

  • Wait I actually love this idea so much, it adds the ability for the survivors to strategically play around tunneling without the use of perks. It also isn't destructive and still keeps the base idea of tunneling in the game but removes the ease of it whilst also not allowing the effects of this feature to be weaponized. Honestly, I wish we'd get something like this on a ptb.

  • Generally speaking, anyone going to leave rude comments on a steam account has either been humbled by you, or has such a fragile ego that they need to assert dominance on you. Quite frankly I just delete comments like these and move on.

  • P100 is already daunting enough…

  • @p100wesker said:

    fr like i cant use wesker anymore he got nerfed so badly like u cant even do hug tech's and yeah i feel so bad for that choice

    You definitely can't insta from my experience but I was absolutely hitting some sick hug techs yesterday.

    @SaltNest said:

    This is my final effort to save Wesker for multiple Wesker mains myself.

    To start off i’d like to address the current patch with Wesker’s Power and why it feels clunky, unresponsive, and not smooth. Wesker in 9.5.0 feels janky and clunky because you can’t instantly use your 2 bounds and has an input delay which feels unnatural and awful. Before 9.5.0 Wesker was able to dash abd use his 2 tokens of dashes IMMEDIATELY with no buffer or delay in between bounds. This has spread a massive outrage to the Wesker players in the community such as myself.

    Secondly, his power is more buggy than ever before since 9.5.0 came out. The speed boost bug upon damaging survivors and it didn’t give them that speed, it’s patched now but there are more underlying issues that aren’t being vocally addressed and aware of as far the community is concerned, For instance, i’ve played Wesker a lot since this update to get footage to showcase him now vs before. I’ve been grabbing people through cars and rocks and pallets coincidentally and I have been falsely reported for it. His power needs to be reverted and refined back to how it was, he was balanced, no one complained about Wesker. Now yes sure there are some bugs involving collisions or animations and such and touch up on them but the community demands reverting Wesker for the state he’s in currently.

    Lastly, Wesker can no longer dash of edges and is immediately interrupted and is put to a halt. I can understand he would gain some distance but that was the fun aspect of Wesker and added a level of complexity which prevents the killer from feeling stale or incredibly linear. Another issue that seems to happen is, when dashing and theres a tiny curb you would immediately end the dash. Its costed me hits when ive dashed in a straightline just for a pixel of dirt or grass ends my dash abruptly.

    To conclude my input on the issue, Fix the input delay on his dashes so he can instantly dash with 0 hiccups, Fix the issue where he’s able to grab through walls, and lastly revert the changes and dashing off elevations, if demogorgon can dash of ledges why can’t wesker?.

    Thank you for reading this I hope this gives feedback so the community is more pleased and less frustrated.

    https://us.v-cdn.net/6030815/uploads/IWRZN97WU30D/img-3825.jpeg

    https://us.v-cdn.net/6030815/uploads/F45KAD97BF5D/img-3877.jpeg

    It really doesn't help that this rehaul to his engine has also fixed none of the problems that we had issues with before, I've had several survivors in my last few matches just bounce off several objects when thrown and just continue the chase.

  • @AlwaysInAGoodShape said:

    https://us.v-cdn.net/6030815/uploads/B116Z4W0VFCH/image.png

    To compile my own ideas regarding the trickster rework, as well as the combination of feedback from other players on the Trickster rework post, I've decided to dedicate this post to creating 1 coherent adjustment for the current Trickster rework, that I felt like deserved its own unmerged post.

    BELIEFS
    To make sure we're on the same page, let me first clarify what I believe about the current rework and things revolving the Trickster as a killer, as well as ideas from the community:

    - The new reworked trickster is well done and better than the original, but has a higher skill cap and is less accessible to newer players. Generally sitting at 1-2k material at a competitive level
    - The community at large has not realized the potential in the current style points mechanic, and how to utilize long range/needle shots to charge it up, nor have probably caught on to the value of killer instinct
    - The lower laceration time as well as lower max knife count has been a great addition to provide an effective level of counterplay for survivors. Many beginners-medium level players might complain about this, due to them having faced survivors who played better at survivor than they are at trickster, and as a result, deserved to have to have ran out, as that is the fair counterplay design of it. This is not a problem; it's a deliberate design choice regarding counterplay
    - The devs want the trickster to be 110%, so that when the trickster is within "effective kill range", they can't walk up too closely to survivors to spam knives in their backs in an un-interactive matter
    - Especially for a killer as Trickster, we'd want the rework to give massive potential to the killer, without it being too readily available, as due to Trickster's nature, having that available will re-create the "Run Down" trickster that causes full lobbies to DC. Therefore I intend the Trickster rework to be one of a high skill ceiling, in which areas we should try to buff him

    ISSUES
    Now that doesn't mean there are no issues. In the current state, trickster deserves a buff still, but this should come without buffing a braindead version of him, that would allow him to run down and terrorize lower level lobbies. The issues that I'll address revolve around: Movement, Knife Count and Muscle Memory

    https://us.v-cdn.net/6030815/uploads/1OTMTPA3W2A8/image.png

    A COHERENT REWORK
    As the rework I am about to propose is meant to be a coherent whole, I invite you to first try to form a picture of the bigger whole. I will first post the changes (which might surprise or confuse you), followed by the explanations and reasoning on what they accomplish or why they're important. This rework/Buffs are built on top of the current excellent 4.4ms rework with style meter. now let's begin!

    DEMON TRICKSTER
    Is the name of this rework. For it's incredibly sophisticated high skill cap ceiling, allowing near infinite potential for this killer!

    ⸻ BUFF: Whenever Trickster picks up a survivor, he gets 6 knives back per laceration he triggered on that survivor. Which means: If he took 2 health states with knives = 12 knives back. One m1 and 1 knife health state is only 6 knives back, and all health-states with knives including endurance = 18 knives back. He also gets 6 knives back when grabbing a survivor from a locker. (Receiving knives back doesn't exceed the 36 max capacity, even if you're running knife capacity addons)


    ⸻ BUFF: Whenever Trickster triggers laceration with his knives, increase his movement speed by a total of 0.5%, 1%, 1.5%, 2%, 3%, 4%, 5%, up to a maximum of 5% follow the previous total increase distribution. Upon reloading at a locker, his bonus resets back to 0% bonus. (Increase is meant over the survivor 100%. So the max 5% increase should set it to 115%, not 110% * 1.05, which is 115.5%)

    I created an actual video to demonstrate how this would play out in an actual match. Knives = how many knives you would have based on our mechanic, reloads = how many times you'd have to actually reload. Buff is how high the buff is (0.5%, 1% etc.) and "current reloads" is how many times the Trickster reloads in the actual video without our update

    https://youtu.be/Oy5gdcLSVUw

    Now these changes may seem arbitrary, let me explain in detail on why they're crucial, as this addresses both partially the movement speed issue as well as the knife count issue:

    As you may know by now, we cannot increase the knife count of Trickster without destroying the survivor's ability of counterplay. That is why we should limit the maximum capacity, so that survivors have a chance, on proper play, to make Trickster run out of knives. Downing a survivor requires 12 knives out of 36, which is merely a 33.3% accuracy! That should be easy, but in reality, many experienced Tricksters will try to get 2 kills with 1 inventory, which would require an accuracy of 66.6%. That's significantly harder, especially taking into account some knives are used for long range style points farming. The buffs I proposed absolutely revolutionizes how the Trickster thinks about his knives:

    OLD SYSTEM:
    (Formula: knives to kill, aka 12 / total knives * 100)
    1 kill = 33.4% minimum accuracy + no laceration decay
    2 kills = 66.7% accuracy + no laceration decay
    3 kills = 100% accuracy + no laceration decay
    4 kills = impossible

    NEW SYSTEM:
    (Formula: ((x + 1) * knives to kill) / (36 + x * knives to kill) * 100 where x is the amount of survivors picked up and where knives to kill is 12)
    1 kill = 33.4% minimum accuracy + no laceration decay
    2 kills = 50% minimum accuracy + no laceration decay
    3 kills = 60% minimum accuracy + no laceration decay
    4 kills = 66.6% minimum accuracy + no laceration decay
    5 kills = 71.4% minimum accuracy + no laceration decay
    6 kills = 75% minimum accuracy + no laceration decay
    … and so on (indefinitely)

    For those of you realizing the extraordinary maths behind this, this means that with the new system, trickster could theoretically sustain themselves on knives forever without reloading, though in practice, the best trickster players tend to sit around an accuracy of around 70%.
    The cool thing about this is, as we integrate this with a more balanced movement speed mechanic, good Trickster players do gain access to higher movement speed, but while maintaining it, increasingly will have to deal with a lower total knife count, giving survivors a bigger chance to escape the chase to a reload! Phenomenal synergy for counter play, as well as reward for good play!

    So we just added more knives, we added the movement people asked for in a non-overpowered manner! There's still 1 more thing we have left to do:

    ⸻ BUFF: Trickster's knives Ricochet by default (base-kit). A knife that bounced off an object will no longer deal laceration damage by default, but will reset the laceration decay, refills Trickster's Knife count by 3, increases style points and will only be able to deal laceration damage if it's the last knife needed to take the health state

    As you might've noticed, this makes it possible for a trickster to take a health state even with just 5 knives, if he managed to make one bounce and hit, causing him to be able to claim the kill with a total of 7 hit knives. This creates an insane amount of potential for high level plays! And more importantly, ricochet is such a unique mechanic, it would be sad to lose it to a mere add-on. It's a mechanic that requires Tricksters to truly rewire their brain and train their muscle memory, which would backfire if it were merely limited by a limited addon. This change would make it so that every Trickster can train their brain for ricochet, and utilize one of the most unique mechanics in the game, while keeping it fair and balanced, not to mention the insane clutch last ricochet shots that may be able to down someone. This could lift Trickster to becoming one of the most theatrical killers, and most enjoyable to watch!

    Not only that, but the blade refill mechanic perfectly synergizes with the previous blade and movement speed mechanic mentioned in the earlier buffs. Massively boosting the skill ceiling for Trickster and making Trickster truly deserving of his own name; someone playing for tricks, a true perfectionist. All while keeping this massive potential safe, preventing abuse at lower levels, and evenly distributing it at each skill level:

    - Low level players: Tend to run out of knives, but do enjoy the 1-2% extra movement speed they might be able to get. Hell if they manage to take 5 health states, and are out of knives, they can even play the trickster as a 115% movement speed killer if they truly wish, although they will have ran out of knives
    - Mid level players: Will potentially be able to reach the 2 kill level before having to reload, occasionally 3. Survivors might occasionally win a chase but things become more evenly balanced
    - High level players: Will be able to truly use all these mechanics to that max potential, and being able to face competitive players who will have no problem putting up a real fight

    ⸻ BUFF: Trickster can throw knives at gens, which causes that generator to start regressing if nobody is repairing it. Counts towards style points + counts towards the maximum 8 regression actions

    Ever heard people complaining about "Why pick Trickster over Huntress?" Well guess what; though Trickster has to work harder for the injury, giving him tools to more effectively cause game slowdown helps compensate for some of the time he needs extra to take health-states. This will make him feel smoother, more efficient, more stylish and blend in well with his current knife managing mechanic, as well as his default 110% movement speed when not charged!

    ⸻ SIDEGRADE: Trickster's laceration decay should stay at a quick 10-12 seconds, but should scale based on the distance of the last hit knives, where long range shots can cause laceration decay to only start after 30 seconds (estimate), to make long ranged shot more meaningful, yet preserves counterplay when the Trickster is up close

    A Trickster, who has
    - Movement
    - Knife Refill
    - Efficient Gen Regression
    - And the TRICKS; Altered Ricochet base-kit building on top of the style points mechanic

    That to me would be the true formula for a fully succesful Trickster Rework

    Thank you for anyone reading ❤️
    Feel free to post your own ideas, adjustments or critiques in the comments down below, and share your love for the Demon Trickster rework if you're a fan of it!

    https://us.v-cdn.net/6030815/uploads/GOH8WWRZWY8R/image.png

    BUFF SUMMARY:
    ⸻ BUFF: Whenever Trickster picks up a survivor, he gets 6 knives back per laceration he triggered on that survivor. Which means: If he took 2 health states with knives = 12 knives back. One m1 and 1 knife health state is only 6 knives back, and all health-states with knives including endurance = 18 knives back. He also gets 6 knives back when grabbing a survivor from a locker. (Receiving knives back doesn't exceed the 36 max capacity, even if you're running knife capacity addons)

    ⸻ BUFF: Whenever Trickster triggers laceration with his knives, increase his movement speed by a total of 0.5%, 1%, 1.5%, 2%, 3%, 4%, 5%, up to a maximum of 5% follow the previous total increase distribution. Upon reloading at a locker, his bonus resets back to 0% bonus. (Increase is meant over the survivor 100%. So the max 5% increase should set it to 115%, not 110% * 1.05, which is 115.5%)

    ⸻ BUFF: Trickster's knives Ricochet by default (basekit). A knife that bounced off an object will no longer deal laceration damage by default, but will reset the laceration decay, refills Trickster's Knife count by 2, increases style points and will only be able to deal laceration damage if it's the last knife needed to take the health state

    ⸻ BUFF: Trickster can throw knives at gens, which causes that generator to start regressing if nobody is repairing it. Counts towards style points + counts towards the maximum 8 regression actions

    ⸻ SIDEGRADE: Trickster's laceration decay should stay at a quick 10-12 seconds, but should scale based on the distance of the last hit knives, where long range shots can cause laceration decay to only start after 30 seconds (estimate), to make long ranged shot more meaningful, yet preserves counterplay when the Trickster is up close

    I think something like this would be cool for trickster, although I do feel that built in gen regression might be too far. If something like this were to be implemented more re-works of some addons would also be required, like his iri addon which reloads 50% after main event to prevent him from being 115% for too long.

  • Great idea but something like this would break some loops which are balanced around the idea that fast vaulting is really hard or not doable, windows like the one on main of storehouse would be far far better and I don't think thats a good thing.

  • It's so upsetting that they even told us that it was being developed at a point. It feels as if it was intended to dash all of our hopes of getting a new game.

  • @IlliterateGenocide said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465639/should-bhvr-branch-out-to-including-comic-book-ip-039-s

    I would argue tokyo ghoul is a comic and technically the walking dead (tho they took from the show).

    but my problem is most comics are superheros. (i wouldnt mind) but does tale of the crypt have any iconic characters they can really focus on?

    I disagree on the notion that Tokyo Ghoul is a comic but agree that they are comparable. Tokyo Ghoul is a manga which differentiates from a comic in many ways, specifically it is characterized by its lack of color, writing stylizations (and its read right to left). Comics use the same text bubble format but are generally colored and are written more in line with a visual novel.

  • Oh my, first the basic recode changes that just fixed some "bugs" but now this. I genuinely am so upset about the mess they are making of this character; he had some of the most fun skill expression in the game but now they're hell bent on removing it.

  • @Gigante said:

    In this game, a pallet or a window is basically the only thing a survivor has to hold off the killer in a chase. The whole point of mindgames and looping relies on uncertainty and playing around map RNG. Having a perk that permanently shows the exact location of all these resources 24/7 (with zero cooldowns or conditions) is completely busted.

    People always use the excuse: "It's just a beginner perk to learn maps." But if you look at high-MMR lobbies and community stats, that’s just false. Max MMR players run this constantly (it has an insane 30-40% pick rate on sites like Nightlight.gg). They aren't "learning." They're using it to completely turn off their brain regarding spatial awareness, ignore map RNG, and make sure they never get caught in a deadzone left by their teammates.

    When everyone in the lobby knows exactly where the safe zones are at all times, the game loses its thrill. The chase stops being interactive and just turns into a boring "Hold W and pre-drop pallet" simulator.

    BHVR nerfed Pain Res and Dead Hard specifically because they hit that 30-40% pick rate, saying they wanted "build diversity." So why does Windows of Opportunity get a free pass when it has the exact same usage rate and kills the tension of chases.

    It’s time to bring back the old cooldown after a vault/drop, or at least give it a token system.

    It's a crutch perk, and trust me, this perk is not as powerful as people think. Yes, the information is very useful but once you develop well enough as a survivor it becomes pointless. People only run it because it allows for less thinking in chase, a crutch per se. Windows also doesn't make you good at the game, its merely information, and hence not truly game changing.

  • @diggibat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065315#Comment_4065315

    scott was never said to have made the power, it was jsut said he approved them. and trust me, i've tried other killers and they're all fun in their own way. i just want springtrap to feel like, well, SPRINGTRAP.

    As a long time fnaf fan I really don't know how you could get a more faithful adaptation of Springtrap. In all honesty I was on the edge about the axe but that been so engrained in Springtrap to the point where I do think it makes sense, it also has a really fun skill ceiling that I enjoy. At the end of the day Springtrap never really had a thing, he was just a guy with a knife, eternally trapped in a rabbit suit.

  • Wait this is actually such a fun idea, I know what I'm doing tonight now. Earlier I was just playing Kaneki on the new map and calling myself the Seoul Ghoul.

  • I saw yes and clicked it immediately because the forementioned question asked whether there were good maps still. I believe there are plenty of good maps still. I like toba, most of the macmillan maps, most of autohaven, mothers dwelling, freddy fazbears. Honestly whilst the balance is questionable on some the only maps I truly hate are the game and hawkins.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465039/fix-or-rework-chucky

    He needs huge buffs:

    → revert manual scamper

    → make him 4.6

    → revert the speed of slice and dice

    → revert the og 10s cooldown

    → revert the flicks

    Respectfully I think if he gets buffed the only thing he needs is a slight dash speed increase, that's it, after bug fixes of course.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063625#Comment_4063625

    Not to mention you get censored just trying to compliment people sometimes. Awkward all around.

    I hate the chat censor so deeply, it might be the worst I've seen in any game. The other day it was censoring the word "game" on my screen, but my friend was able to see it. How does something like that even happen?

  • I had a match only a few months ago as Wesker on midwich. It seemed normal at first but I was unable to find anyone for quite some time. That was when I realized that I was being stalked by 4 Claires. I tried to escape them but in true Code:Veronica fashion the Claires overcame me (they trapped me in a corner for a minute). Overall, it was a funny game, and they declared they were called the Clairelings in the end game chat.

    Several years ago, I was swfing with some mates and we got a trapper on Hawkins. The trapper was playing normally but when he finally hooked me, he unveiled his plan. He had insidious and hid in one of the side rooms next to hook. I let one of my friends know so they sneaked and unhooked. The trapper sprung and went to come out the door when he stepped his own trap. At his he decided it was too embarrassing and sat in a corner before dcing. Honestly felt bad but in the end, it was a funny moment, the trappers whole plan being destroyed by iri stone.

  • Hank being a doctor skin may be the funniest thing I've read all day.

  • It might seem crazy what I'm bouta say.

  • People literally just click on threads and downvote every comment of a particular person, or in some cases just everyone. Don't know why people go to that effort but that's just the internet for you.

  • @ShanoaLegendaryPlz said:

    My guess is that they handed dbd mobile to another company to run it as they wouldnt have the time or manpower to run and update 2 seperate dbds. The other company was the one obsessed with microtransactions and gacha gambling and had their own teams making the flashiest most appealing cosmetics that would make people spend horrible amounts of money for a "chance" to get them. And even made up their own mori's for each new killer outfit to sell them even harder.

    No idea why it closed, but in order for dbd mobile to come back theyd have to hand it to someone else again.

    The game was handed over to netease, a Chinese company, which is popularly known for running Marvel Rivals. The long story short for why it closed is basically just "This isn't making money, kill it."

  • As a pc player, trust me, you do not want the post-game chat.

  • Off topic but whatever happened to foxy? I remember Cote saying quote "We didn't forget about foxy" but we're still yet to see anything of him. WHERE IS HE????

  • Genuinely what kind of idea is this? Why would anyone want to not play the game just because someone is a little behind, not to mention this literally doesn't solve tunneling as tunneling takes guess how many hooks. 3! I get this idea is seemingly sarcastic but even then, you could try a little harder.

  • Personally, I like the ideas of buffs to general boon activities, however I do believe that boons like circle of healing, shadow theory, and exponential need buffs as they are mostly fine despite being niche. If they were to buff boons, they should buff boons basekit similarly to how you mention and completely rework illumination, currently there is literally no purpose in running it. If they buffed boons to make sure there was a counter to them (ie. the basekit shattered hope you mention) then they could potentially work with some other boon ideas that may have been too powerful originally due to the infinite cycle of relighting the totem.

  • FSR is saving grace for my terrible system, but even I can admit that it actually looks terrible in this game.

  • @cogsturning said:

    What is your reason?

    Addiction.

    Some days it really does feel like an abusive relationship.

  • Someone actually has thought of this, they have also been updating their post with more killers so it's in current date. I've linked it below, honestly Chordyceps did a really good job with these, hope you enjoy them.

    Every Killer Adapted Into Dungeons and Dragons 5th Edition - Page 2 — BHVR

  • I could be completely wrong, but I believe you can still unlock the "Freddy and friends" badge, the one where all four the animatronics are together, by purchasing a specific amount of fnaf cosmetics. I think it was 6 pieces, so 2 springtrap outfits, 6 shirts or 3 shirts and 1 springtrap outfit.

  • Wesker x Chris, I rest my case.

  • @BaronOfSealandTV said:

    I need help settling a debate that has been raging in my friend group for that past month now. Are all DBD survivors still 18+? I know that in the past, it has been the position of the developers that all survivors (and killers, I believe) in DBD are 18+, but I am curious as to whether this is still the case. The debate in my friend group has been centered on the DBD versions of Dustin and Eleven… Are they 18+ in DBD?

    Any help addressing this would be appreciated, but clarification from the devs/BHVR team is the only real way to know for sure. It is their game after all.

    Thank you in advance!

    I'm pretty sure that Laurie and Quentin are 17 in their individual films, unless BHVR has changed their age when coming into the realm.

  • @Fixthisgamebad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059562#Comment_4059562

    I remember that but patched that I'm pretty sure I think thry can patched the cancel thing so if u cancel in mid air u still got the same cool down u used to not get one

    I'm not talking about a leap cancel I mean you just aim and stop aiming immediately, just faking pulling up power.

  • People keep on saying that Ghoul has to enter his charge state and so you can greed, but I don't think you guys understand you can just tap the aim button, it'll do the animation and noise but cancels immediately and you can m1.

  • @KytLuna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058723#Comment_4058723

    Unfortunately, there are times where people do have to just "get over it," and likely they won't if you don't tell them too. I tried discussing my points politely, and the moment he thought he was losing the argument, he deflected to a completely different topic. If he doesn't want to have a legitimate debate, then in my eyes, he can just get over it. It's clear the only reason he posted this discussion in the first place was to gain immediate approval, not to actually have any sort of legitimate discussion.

    You've overblown something that was a non-issue to the point where you seem to believe that dissolution is the worst thing ever and that a buff would blow dbd into deep peril. At this point you seem to believe that you've won an argument for no reason, not one of your points was valid as dissolution is already a perk which you get minimal value from in most cases. Remember it requires an injure, it isn't just free pallet breaks and in the majority of cases a survivor won't even drop a pallet until the injured and in the circumstance that they do what is stopping them from leaving the loop and going to an upwright pallet, not to mention a survivor gets a notification of dissolution being in play. It is a very counterable perk and so acting like a potential extra 10 seconds is game breaking and is easily abusable is strange. You also seem to think you're on a moral high ground because the other person used a valid argument and compared the strength of dissolution to that of what it's going up against? You then direct all of your attention completely to this, seemingly in belief that you are a saint and must protect everyone from this person bringing up points by insulting them. Seriously, it's not that deep, don't be mean for no reason, you are entitled to opinions but don't expect everyone to agree with you and most certainly don't insult them for their other ideas.

  • What? It's incredibly difficult to get an undergate attack on unhooking survivors already and this addon literally counters 2 perks and two perks only (if we're considering conditions required to activate an exhaustion perk, eg. drama wouldn't work), those being sb and dh.

  • Isn't the point of headcanons to fill in voids of information, not completely overlay established lore? As far as I'm aware in ghostfaces lore Jed is only ever mentioned in relation to his job and as his alias, nothing more.

  • Weird place to beg for something no one can give you, but if you really desperately want Michael, you can slum down to the level of scalpers and buy a code for ungodly prices.

  • I've found it painfully annoying to play 2v8 survivor because the second it goes to 1 generator everyone decides it's not their problem and don't do any generators. It's infuriating because half the time this is only the result because they 5-gen themselves due to only wanting to do the corner gens.

  • I've gotten it several times, but your timing needs to be a lot better than in 1v4.

  • She really doesn't need a movement speed increase. The unrestricted turn allows for a really strong chase power, the 4.4 just makes it so you're actually encouraged to use it often.

  • @oniplayer2579 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054203#Comment_4054203

    Thanks for the feedback! You are totally right about the comparison to Freddy’s "Dream Pallets" and Doctor’s madness. I agree that the Fake Pallet mechanic is already a specific playstyle for Freddy.

    I just thought adapting that mechanic as a "base power" for Slenderman would fit his "glitchy/static" theme perfectly, since Freddy only has it via specific add-ons.

    But I really like your "Reverse Ghostface" idea! Looking at Slenderman should definitely punish the Survivor (maybe giving him haste or range like you said) instead of weakening him. That sounds much more terrifying!

    I don't want to be "that guy" but the dream pallets are a base-kit feature on the new freddy. Whilst I like the idea of this power it does just feel like a copy of doctor and freddy's power.

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