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angrychuck

angrychuck

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angrychuck
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  • Hooked on you mention in the big '26!? I don't believe there will be a sequel but it's strange seeing someone here not for dbd.

  • Stop with the goddamn necroposting please.

  • Singularity has a decent learning curve with needing to understand optimal camera placements but an overall easy to understand chase power. Krasue on the other hand is way simpler in the cycle of infect, head form, hit, repeat. I do find Krasue to be rather clunky and boring but thats just my opinion.

  • @LC123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055022#Comment_4055022

    So you disagree with the pallets and the 2v8 part, but have not mentioned anything about the other 7 bulletpoints. Like I said in my post, my intention is not to make it stronger for killer, or stronger for survivors, but to encourage a healthier balance between the 2. The current meta is either genrush or get slammed for survivors, slug/tunnel or get slammed for killers. This is not healthy for the future of the game in my humble opinion. Would love to hear your(and others) thoughts on the remaining topics. This is a poll and a discussion forum, intended to bring BHVRs attention to the state of the game and possible ideas(which they could alter or expand upon) to change the feel of the game. And as for building the pallets and windows, this added time is the entire reason I suggested an extra hook state for survivors. And the fact that genrush is the meta and has been for years, is why I suggested 2 extra generators, and maybe slow them down via not letting more than 1 or 2 survivors on a generator at a time. 3 survivors on a single gen can pop it in 20 seconds. And that process can be repeated, the current record is less than 2 and a half minutes for all 5 gens, and the average time for a full gen squad is about 5 minutes for 5 gens. There are only a few killers that can create enough pressure to disrupt a team like this, slowdown perks or not.

    The problem here is that many of the things you've suggested don't fix the intended problems. Regardless of how many generators or how many hook states the most optimal play will always be to genrush or to tunnel. If any of that is to change there would need to be a much larger shakeup of mechanics as what else is going to force survivors or killers to play unoptimally. Again, I understand that is why you brought up modifying how loops are made and how maybe they have to be built, but that just doesn't work because now the scales are unbalanced. Killer would have to do nothing extra to get early game value whilst uncoordinated teams would falter due to the lack of communication over whether they build loops or start genrushing. There are honestly a lot of flaws with your proposal but that's not to say I have a better one, so credit to you for actually trying to make something.

  • @LC123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055018#Comment_4055018

    There are known god loops, and there are procedurally generated loops. The god loops I refer to are static loops, like the killer shack pallet and window, and the stair pallets in RPD, for an example of just 2 of them. I am not calling for ProcGen loops to be effected by this, as these are often random. Another example, is the double pallet loops on Freddy Fasbears map, 1 of those pallets on each loop could be converted to a 15-20 second action to prepare initially. Thats a 30 foot straight line loop, it is far stronger than it should be, and there is like 6 or 8 of them on the map. I do see what you are saying about the 2v8 mode effecting queue times though, and I do not disagree with what you said, however a solution could be that if they do make it a permanent mode, they also add a 'quick match' option for both killer and survivor modes where the player could queue into either game mode, rather than specifying which one they want. Thus, if you are trying to play Classic mode and finding queue times to be too long, you could queue 'quick match' instead. Just a thought.

    I'm sorry to say this but you've proven my point, double pallet loops like you've described are a 50/50 topic on whether or not they are strong. Personally I believe them to be fairly weak, but if you put the developers in charge of deciding what is strong and what isn't when everyone who plays this game has very different opinions on how it should be balanced.

  • If you just place traps well it works well, saying that being bad at trapper is a reason for a buff just doesn't make sense. However, I do believe they should just make it basekit without the downside.

  • I will always stand by the addition of 2v8 as a permanent mode being terrible. Not only does it ruin killer matchmaking times, it makes playing just the standard mode even harder. My other problem with this stems from the building of "god loops", having this implemented would mean bhvr would have to pick what is a god loop and what is not. Knowing bhvr and their current balance of this game that would not only be a terrible decision because weak loops might need to be built or certain maps may spawn in and have nearly no pallets (game). This would cause mass discourse in the community and is overall just bad design.

  • They need to crossover with Slotherhouse.

  • No mither is so op, it literally makes survivors broken.

  • It really annoys me how every rift we get a feng outfit when there are so many survivors that would benefit far more from getting one.

  • I'm not too sure whether a flat increase to bp offerings gain is a good idea. I do know that I'd appreciate more BPS is my blood web but that's not going to happen unless they lessen the clutter that is map offerings.

  • Agreeing with the person above me but AI generated content on my forums, no thank you. Secondly 4 perks doesn't make sense, why would he have 4 perks when he isn't even as special as some other characters we have. I appreciate that people have ideas but if you want to make a concept you can do it the good old-fashioned way instead of feeding a clanker a half done sentence.

  • I'm surprised they haven't added it yet but I'm hoping they eventually pull shirtless Wesker out of their pocket and make us all happy.

  • The only purpose it really stands for anymore is equipping lightborn when you see a flashlight squad.

  • Honestly, he's not so bad once you get good at baiting his attacks. Yes, he is still powerful in chase but pathing abnormally makes it far more difficult for prediction shots to land.

  • I really wish they'd remove perk tiers but I'd be lying if I said a little piece inside of me wouldn't die if they did that. I've spent way too many bloodpoints getting every killer to P3.

  • I feel if we end up with a third resident evil chapter it will most likely have something to do with the Ethan games.

  • @Jspect said:

    They changed his footsteps a while back now. I tried getting used to them, but I still can't get over how wrong they feel.

    First of all, I fully understand why they changed it. Glitchtrap was blatantly P2W, and base Springtrap was WAY too loud. But instead of equalizing the volumes, they fully replaced base Springtrap's footsteps, making it sound like a minecraft slime, and gave Glitchtrap a weird metalic clink, which makes zero sense because he doesn't have any metal parts.

    The weirdest thing about this is that Yellow Rabbit wasn't changed at all, just reduced in volume. The same shouldve been done for the other skins. In my opinion, Yellow Rabbit is the only skin that feels natural.

    Springtrap just needs some polishing, his menu is still bugged, the door animations have been broken since day 1, and he still feels frustrating to play due to long cooldowns similar to Unknown. This is where I'd start.

    Glitchtraps footstep noises really tick me off because I don't understand why they sound like they do currently. Surely, they could've changed it in a different way to make it more noticeable than putting deathslingers knee brace on him and calling it a day.

  • @Spider_X_DBD said:

    I'm in disbelief we haven't gotten a chapter that includes a Spider killer. It's amalgam of horror intensified. How many power ideas can be cramped up in this killer? Let's see. Oh, it could build traps either cocoons that act as proximity mines which hatch spiderlings and attack survivors, a massive golden orb weaver web that is very sticky that hinders or immobilize survivors movement, or trap doors where the spider can surprise attack survivors. Pounce prey like a jumping spider, fly with its web, use ground blanket webs to move around super fast, spit acid that deteriorates ones health, inject venom to paralyze survivors, spiderlings as a army of spiders, spit web that immobilize prey or cover their eyes so its harder for survivors to see but they can rip it away.

    It could climb objects or the spider can use stealth. The Spider could have so many roles. It could be a trapper, a chaser/hunter, stealth or a strategist. What I'm saying is that the spider has almost endless possibilities when it comes to abilities.

    What surprises me the most is that the Dead by Daylight board game has a web with a insect stuck in it. We have multiple spider charms, a spider lore tome, Sable and Hag somewhat have spider like skins and perks that contain a spider such as Play With Your Food and Invocation: Weaving Spiders.

    Think about how many original spider killer skins we could have not even counting licensed skins for the spider? It's crazy. Crazy good.

    What about arachnophobia? Counter-argument; we got clown, doctor, plague's vomiting, blood, metal, etc. I have arachnophobia too, albeit in a mild form, but that doesn't mean this game shouldn't have a spider. It's a horror game and it deserves a spider as the killer. I love this game because it battles me against the fears that I have and make me more resistant to it.

    Behaviour, please, let there be a spider killer in 2025.

    It's incredibly strange that BHVR continues to take the stance that arachnophobia is the main reason for a spider killers lack of implementation. My personal assumption is that it is something to do with the power or it's technical implementation. For a spider killer they'd probably want to do something more technical like wall climbing, etc. which with the current state of the game would just snap what is already poorly put together code/.

  • I feel that generator speeds are seemingly faster mainly because with the disproportion of S tier killers being played in about 70% of my games the survivors are going in trained and ready for the hardest possible outcome. There isn't a current expectation that you'll go against a weak killer and so you play your hardest.

  • Why are we comparing the devs to feminists?

  • @Another_LegionMain said:

    learn to spin, use to be common back in the early 20s and it works well against killers who are distracted (usually due to boredom)

    We cannot be really suggesting that this patch is balanced because you can spin the killer.

  • @Gibberish said:

    The old version was my one of my favourite heads for Singularity, and I hate the new goofy version with the emoticons.

    Well the original design had the emoticons, so technically this is the faithful adaptation of it. Not to even mention that most of the community actually wanted the addition of these emoticons. I do feel however they should have both versions available.

  • Pallets, like everything in dbd, are incredibly buggy. Yes, you are supposed to be hit when near the pallet and yes for some reason on long wall tiles you can occasionally get hit by a pallet as you round the corner. Is this intentional? Probably not, it just doesn't make much sense to get stunned by a pallet that doesn't contact you but that's just the way it is.

  • I think bhvr has already stated that they don't intend on bringing deep rift variants to the store or back in any other form.

  • @COMANDO_GAMA11 said:

    Camouflaged Ghost Face

    Hello, BHVR community!

    I'm conducting this poll because I've designed a new style that I think would look great on the killer "Ghost Face" in DBD. If you like it, please help me implement it in DBD.

    To support me or give me any advice, leave a comment; I'll be watching.

    The following message is for the BHVR developers:

    "If you like this style concept for Ghost Face, I would greatly appreciate it if you would at least consider it."

    THANK YOU!

    https://us.v-cdn.net/6030815/uploads/2WQAU6KLYUOB/1763322147407.jpg

    I think the creativity used here is actually really cool, especially the branch knife, I would rock that any day. However, I'm not too sure how the ghostface licensing is in this game, I know that it's the mask and not scream and we've seen bhvr take creative liberties that they normally aren't able to with other licenses. This means that while bhvr could potentially implement fan designs because the license holders seem to be a lot more lenient, I'm not sure that this could be implemented again because ghostface is licensed and in the end, it's their IP.

  • I remember on the original quality of life initiative road map there being mentions of more game modes and overall features coming to custom games but it doesn't appear to be on the updated one. Yes the original roadmap slated custom game improvements anywhere from July-December and we're yet to see any so it may have just been delayed.

  • @pickle4juice said:

    I recently had an idea that could change how people might (kinda) think more critically instead of just autopiloting chases, gens, or totems. My idea is what if each map had a unique interactable, like in the Hawkins Lab map, when three gens are done, each survivor can go to the computer room (idk what it's called, but the room next to the portal with all the monitors) and interact with the computers to pre power the exit gates by 5% max, but if three or more survivors do it at once, it can go up to a max of 25% pre powered exit gates. Or maybe lampkin lane, where they could interact with the power boxes to turn on or off lights in the map or even increase gen repair speed by 2%, but the killer would also be able to interact with these power boxes by hitting them, such as ranged killers that hit the power box would cause a survivor near that power box to suffer from mangled and hindered for 3 seconds, or m1 killers hit it to reduce gen repair speed, and other things for other maps.

    I think these could be a cool idea but I don't think that it should affect objectives if anything. If there were to be interactables they should be like the pipes on nostromo that slow the killer, cool little things that can help in chase but don't affect the game too much overall.

  • @Willish said:

    I don't quit, but if I get a Ghoul, I'll try my hardest to get hooked and tunneled. That killer drains every ounce of enjoyment from this game imo "Oh no, how did I not make that vault on the other side of the map?" 😱

    I'm pretty sure me and others would much rather a bot over somebody trying to get killer to kill them.

  • @Renegade707 said:

    Now that we have killers like Vecna from DND, Kaneki or Springtrap, it's no longer such a stretch of the imagination to say that they don't have to be horror, just horror adjacent to be in the game. I think the joker fits that mold, and we could even have Bruce wayne (NOT batman) as a survivor. Just imagine, the joker could be the clown but with better gas powers... And bombs. And bruce wayne could have skill expressive but hard to use abilities, like a batarang that can stun the killer but you actually have to aim it and have to get it like a flashbang. I think it would be cool, if maybe a bit strong

    Joker could be interesting, but it might be moving to far from horror, and whilst you mention Vecna, Kaneki and Springtrap they are all technically from horror or horror adjacent franchises (minus Vecna but whether you have horror DND is up to the discretion of a dm so technically it could be considered as such).

  • @dramafinesseXD said:

    7 minutes in a killer queue to get Hawkins multiple times 2v8 needs to only be a week because this is a joke

    Did somebody say 7 minutes?

  • While I disagree with reviving dead posts I do like the question, so I'll answer.

    Trapper - Daddy
    Wraith - Mr. Bing Bong
    Hillbilly - Hillbilly Bob
    Nurse - Stupid Sally
    Demogorgon - Demodog/Cumogorgon
    Shape - Michelle
    Pyramid Head - Triangle Face
    Springtrap - The man behind the slaughter/Springy
    Wesker - Bert
    Xeno - Semenorph (Because of the juggernaut skin)
    Unknown - Dwight
    Leatherface - Big Boy Bubba

  • Honestly, I wish that BHVR would stick with one form of writing things or change all of them if they plan on doing it. I hold a similar annoyance with certain killer descriptions now being blander and more boring and not even describing what they do now. I mean for God's sake it went from describing what the killer can do to xenomorphs description effectively summing up to "it's an alien".

  • @SAWII said:

    I assume with the spaghetti code that it was easier to leave the totems in their current tiles, or that removing them broke something else. Personally, I'm hoping for boon/hex classes at some point, but I won't hold my breath.

    Load bearing totem

  • @wonder2333 said:

    There are too many pallets, you stupid developers. Forget about not fixing the many bugs with The Nurse; now you've added even more pallets. Do you have any idea that in high MMR, those baby survivors can just mindlessly drop pallets and escape, while the killer still gets tea-bagged and waved at by these players. Just spam pallets and you escape; this game is way too easy.

    I know you need to cater to the BABY survivors. After all, money from four people is more profitable than from one, so killers are just here to entertain them. Well, I heard next patch you're also giving survivors a 30-second buff on hook and the ability to recover from the dying state automatically. Haha, are survivors being hooked or sitting in a massage chair? Next patch, only those who enjoy being masochists will play killer.

    You people are so keen on making money but can't be bothered to fix bugs. You don't even play your own game and have no clue about balance.

    "in high MMR, those baby survivors"

    You've just named the 2 polar opposites of survivors in the same sentence and act like they're the same, are you sure you know what you're talking about. Also insulting the developers is going to get you nowhere.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027496#Comment_4027496

    Apparently Stranger Things pulled the license again from dbd the chapter is gonna be no longer for sale again so my geuss is it ain't stranger things and more likely Jason

    Did bro fall for the gorejira bait post :(

  • Honestly it really shouldn't be perk, because as it is currently it just sucks. They should just make the effect a manual thing and base-kit and give the perk a new effect.

  • I consider escapes as wins but I am more than happy with myself if I sacrifice my life to save the rest of team.

  • @DEMONANCE said:

    not the anti slug or anti camp or anti tunnel

    it's that we didn't get the promised bug fixes for long time issues

    how many killers and perks are currently bugged and have been for months or years.

    why does bhvr love saying "we heard you loud and clear" " we listened" and promise this and that only to not deliver? what was the point of the content delay then?

    As much as I understand why they're pushing so hard on these slugging/tunneling changes, what I don't understand is why they're using all of their resources on this instead of something that will absolutely benefit the game like proper bug fixes.

  • @deniedtac1 said:

    In the Stat page from bhvr they should try to implement adding stats of all the killers such as amount of shots landed as death slinger. What they have so far is good but there are other stats that would be cool to see!

    I would love to see far more statistics on the stat page but first I do feel they need to just actually fix the stats page as currently it doesn't even display the right numbers.

  • @JamarionLikeDat said:

    The Survivor Speed is entirely too slow for us to evade a killer with a weapon. The killers are 10x faster than us when we have killers like Blight, who is overly fast; it just doesn't make sense. Can we please get a boost to the speed for us to at least even it out to something?

    I understand where you're coming from with this but realistically changing the survivor speed at all would make half the roster redundant. For example, a measly trapper moves at 4.6m/s, this is the default speed for killer and is only 15% faster than a survivor, as it is he has a larger hitbox meaning hugging objects is far harder for him than a survivor. This means he can take a fair amount of time just to catch up to a survivor going around a rock really well.

    Around the release of MFT it had an effect far better than now where you simply got 3% haste when injured, 3% isn't a lot on paper but it was painful for any M1 killer to catch up to so increasing the survivors base-kit speed would be detrimental to any of the M1 killers on the roster.

    Blight is a different case as he is naturally a speed inclined killer due to the nature of his power being a human pinball, this means that running from loop to loop is far more dangerous than it would be against a killer with no catch up. While blight it definitely powerful you can negate his ability to hit you by running safe structures than out in the open, or even just trying to duke him (which works a surprising amount against bad blights).

    What I'm trying to say is that increasing the speed of survivors would make life far easier against S tier killers like blight, it would fundamentally break the game and its already poor balance.

  • @Metagamer said:

    As much as I understand Balanced Landing is an underdog with exhaustion perks, it's still a good pick in general and is in the category (exhaustion) that is easily the strongest in the game for survivor. Maybe let's steer away from buffing survivors with uh, you know the current potential storm brewing.

    How is allowing a perk to continue to function on a certain map that much of a survivor buff? I feel like it shouldn't just be a gamble whether or not you can use your exhaustion perk.

  • @colossusqw said:

    Like the title says, the way the fearmonger class in 2v8 provides a speed boost whilst unseen is an excelently compatible possible buff to current 1v4 ghostface. The simplest way to buff ghostface's stealth and map pressure, whilst keeping him dependant on stealth is a buff to his speed while unseen, more specifically whilst cloaked:

    - Ghostface's stealth mode gains a 10% speed buff.

    (considering these percentages are based on '100%' speed, it would go from 4.6m/s to 5m/s, this gives the killer more potential to pop up in unexpected places to stalk people)


    - The speed buff only applies if GF is more than 8 meters away from unmarked players.
    (stops using the speed as a general chase tool, as unmarked players cannot be easily ambushed with it, and can look at GF to get him off of his stealth mode and speed buff, it also serves as an incentive to try and mark players before getting too close, as to preserve your speed)

    Overall, this would help give ghostface more map mobility, making good players less predictable in their approaches, and more capable of applying map pressure while making sure they keep as hidden as they can, both to preserve the element of surprise, and their speed.

    I actually think this is really good and I genuinely mean it. I like this one because unlike other suggestions for ghostface buffs similar to this you've actually built in a way for it to not be a chase tool. However, I must say that for him to have something like this that doesn't get disabled when chasing marked survivors, they'd have to make the reveal mechanic much better because as of right now it loves to reveal from halfway across the map or just never.

  • Nemesis probably has the best chase music in the game, next to onryo and kaneki imo. My favourite terror radius would be deathslinger by a landslide though, I just love the ambience so much. My least favourite chase music is probably alien just because of how loud it is.

  • @CSight said:

    Just quickly for the record, I have no idea if anyone has thought of this/or anything similar, so I apologize if I'm unknowingly just copying someone else's idea. So, The Ghoul, I personally love him. He's cool, I like Tokyo Ghoul, and his terror radius slaps. But, it pains me how disliked he his, and I do get why he is disliked, which is why I came up with this idea for Ghoul to hopefully make him more fun to face. First, remove his bite and enraged mode, and make 3 leaps by default. I feel like 95% of Ghoul players don't play him for his free hit, they play for his fun movement, and/or because they like Kaneki and Tokyo Ghoul. I believe removing his free hit will get rid of his biggest pain point, and now they only way to damage survivors is by basic attacking by canceling your leap. If you aim your reticle at a survivor, your Kagune will just go through them and attach to the surface behind the survivor. Also, by removing his ability to bite survivors, it removes his "kidnap tech" as well. This will 100% make him weaker, but probably by not a lot, bottom of B tier at the very least in my opinion. Now, about his bite animation. It's really cool, and in character, so personally I think it could be one of his basic attack animations, along with the finger crack and mouth wipe. Personally, I would hate to see such a cool animation be only seen in the Mori, but its not the end of the world. So, thoughts? Please remember I'm just a player with a decent amount of time into this game and who likes Ghoul. I know nothing about game design or balance, so some people could think this is the stupidest idea in the world.

    Honestly, I think if they just made it so you can't get the bite through walls and it'd make it far more balanced, at least then there would be some amount of counterplay.

  • @RAWSHINOBI said:

    yea i've noticed that this is the only event they don't allow us to keep ranking up until the 13th which is crazy because we'll be putting all of our time into regular mode to keep ranking up instead of enjoying the event. also last event was 5x the amount of bloodpoints me and my friends have been playing for 5 hours and were only able to accumulate 1 million in bloodpoints. at this point we can just go to regular mode and offer a sacrifice to receive was more then what they are offering in the event which makes the event irrevelant. hopefully they think about updating and making some changes for the event or alot of people will probably just go back to regular mode.

    2v8 wouldn't rank you up because the mode doesn't give emblems, which are required for pips. If bhvr wanted to add ranking up they'd have to change a bunch of things because there are more gens and more people to heal, and as we all know bhvr would rather take the easy road.

  • @Colt45m said:

    Well who decides what color they are? Killer?

    You personally change what colour you see them as. What's confusing about this? Meg can see them as red, Jake can see them as purple, and trapper can see them as blue all at the same time, it's a personal setting, not something that affects everyone.

  • @invasive999 said:

    Wouldn't Leon just beat him to a pulp isn't legion supposed to be a 16 year old with a mask and a knife and sometimes also a teenage girl like why would Leon not just turn around and subdue them

    I could give you a longer explanation but to keep it simple, entity.

  • @Leon_van_Straken said:

    Hello everyone,

    in the last days I was scratching my head about the topic, how to fix the Tunneling problem in DBD.

    I was looking for 2 mayor points.

    1. How to get the Survivor out of the tunneling process.
    2. How to reward the killer or atleast don´t make the Anti Tunnel feature abusable.

    First of all I tried to think about "What is Tunneling for the mayority of the Survivors and Devs" and I came to the following conclusion.

    For the most Survivors tunneling occurs when the Killer goes for the same target twice in a row. Most of the time I heard that it is impossible to do something if the Killer wants you out he will chew through any Anti Tunnel and Anti Tunnelperk in existance. So how about this:

    If the survivor gets unhooked he gets an new state "call it illusive or what so ever". In this state, the survivor becomes ghost like and the Killer can not interact with the Survivor at all. (No hitting, no grabbing, no bodyblocking) This state is active as long as the Survivor does no suspicious action, another Survivor gets hooked or he wants to abbandon the state when the Killer is out of the terror radius or a fix distance (because of undetectable).

    Now you ask why should a survivor abbandon the state and it could be abused to get safely to a gen. But what if the survivor can only move slowly while in this state and I mean slowly. This would have the following affect.

    If the Killer decides to tunnel or follow the Survivor he can´t do anything, while the rest of the team finishes the gens and escape. (So it is not viable)

    The Killer on the other hand gets some natural slow down, because the Survivor moves slowly and can not hop straight back to a gen.

    What do you think?

    Is this better than the new Anti Tunnel or is it abusable and I don´t see it.

    I think that making tunneling impossible shouldn't be the course of action but rather making it a bit more unappealing and then give some base-kit buffs to unique hooks, something more than this useless bloodlust.

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