angrychuck
angrychuck
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- angrychuck
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It's difficult to have access to a test build on console as sony and microsoft have rules around pushing out updates, this means that the test build would need to be submitted before the ptb is available to the public just so sony and microsoft can review these, this is difficult because if adjustments to the game are made then there is a shorter timespan to push out the new update. Steam however does not have these rules meaning the test build can be pushed out and the live can be adjusted for all versions accordingly without increasing the time gap between ptb and live release.
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@erggie said:
I’d like to start by saying that the version of Michael Myers before the most recent rework truly captured the essence of his character. He embodied the slow, methodical, and terrifying presence that made him iconic in the Halloween films. The new rework, however, seems to diverge from that identity, adding a dash ability and increased speed that feels out of place for a character who is known for his emotionless, relentless walk rather than agility or sudden bursts of movement. It starts to feel less like Michael and more like a hybrid of Chucky or Pig, which takes away from the uniqueness he originally brought to the game.
With that in mind, instead of reworking Michael Myers, I believe attention would be better spent on reworking Ghostface to make his gameplay more dynamic and reflective of his movie counterpart. Across the Scream franchise, Ghostface is known not just for stealth but for his playful, manipulative, and taunting nature.
- Phone Call Mechanic: Survivors could be given a phone. Ghostface could randomly choose one survivor to call. The phone would ring (possibly with an audio cue or on-screen prompt), and if the survivor doesn’t answer in time, Ghostface would receive their location. This would add tension and interaction and give Ghostface more personality.
- Power Usage Limitations: To balance this, Ghostface could be slightly slower than average and have limited uses of this ability, perhaps once per generator completed, or after a specific condition is met.
- More Frequent Moris: One of the most iconic parts of Ghostface is the cinematic, dramatic kills. Increasing his mori potential, perhaps tied to his ability or as part of a mini-objective, would be a great way to make playing as or against him more memorable and fun. His mori is just iconic.
Ghostface has huge potential to be one of the most fun and thematic killers in the roster, and a rework like this would really elevate his playstyle while staying true to his roots.
I love ghostface and think he needs buffs but currently I'd say myers is a pretty bland character outside of his stalking and thats not saying I don't love his stalking. Basically ghostface can crouch, lean, stalk, tactically choose who to expose and what does myers have? M2 to expose. I think myers is in needs a rework more than ghostface.
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Or we could just give him a dash attack, sounds better - BHVR
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@Birken13 said:
With the whole head-detaching feature (I hope it's true) and possibly even more additions with this new Killer.
I wonder, did the devs change their stance on gore? 🤔
They’ve mentioned before that some countries have pretty strict laws and regulations when it comes to violent content in games.
If that’s the case, how are they planning to balance that now, and how will it show up in-game?
Personally, I say YES to more gore in this game.
If they plan on implementing more gore into this game I do hope they rework the moris at some point as it's a bit weird with people get chopped and being unaffected.
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@Fluffyxox said:
People constantly claim DBD has mmr, but its just not true. Every single match recently, I play against people with 10x my hours, and I end with 3 hooks max. Next patch completely kills killer on top of that, so what am I meant to do? Uninstall? I wait 15 minutes just to get ######### on every match, and my apparently "invisible MMR" never changes. There's seriously nobody at my skill level playing this game?
MMR does exist within this game, the difference between this MMR and other games MMR is that this one prioritizes quick queue times over same skill opponents. It does this by having fairly large MMR brackets so that when you reach about average skill it just matches you with anyone.
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I'll buy it just because I own them all, so missing one from my collection displeases me.
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Wesker clearly. "Seven minutes. Seven minutes is all I can spare to play with you." Just so unbelievably cool.
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@kartikins said:
I don't think Behaviour understand their own game. I'm not stupid, I KNOW there is a massive difference between, 5k SWF games and my low hour solo-Q games.
In my games killers win 90%-90% of the time, because they have EVERY advantage - there's about 40 killers in the game, EVERY one has totally different mechanics to learn, different addons that change the mechanics and a far greater range of perks that synergize with the former. Conversely all survivors have the same mechanics and only a handful of perks are popular - the difference in required knowledge to succeed is ridiculous.
So… when two players are dead and the killer has incapped one of the last two players (who is on death hook), they have WON the game (again). At this point the hatch mechanic gives the last survivor a slim chance of slipping out - even that is far from guaranteed!
However some toxic killers are not happy with just winning the game, they are SO used to being pandered to even a fair fight for the hatch seems unfair to them. So rather than just hook the the incapped 3rd player, they slug them. This leaves the 4th player with no possible recourse. The killer will proxy camp the downed player so if the 4th player tries to revive they swoop in and kill them. And now the even more aggressive idle mechanics mean waiting it out is also impossible (also tedious).So just stop killers being able to slug the 3rd player. Possible solutions:
Downed player gets automatic unbreakable. Downed player bleeds out much faster. Downed player can choose to suicide. I'm sure there are other possibilities, but anything that forces the killer to act, not just waste time because winning isn't enough for them, they expect a guaranteed 4K.
Again, I realize that the game is very different for killers against high hour SWF teams in discord, but I think Behaviour have spent so much time pandering to killers in those games they've completely lost sight of how insanely unbalanced the game has become for everyone else who aren't in that bracket. Like I say, in my games I bet killers have a close to 90% win rate, maybe even higher. I don't know what percentage players like myself are of the player base, but I'm guessing at least half, and probably far more.
What I'm suggesting about preventing the slug will not fix all the balance issues of course, but it will at least be a small concession that makes the bitter pill of everything else a little easier to swallow.
Oh boy do we have news for you, there will be some amount of unbreakable for survivors if they're on the ground long enough.
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Mindbreaker isn't as great against lithe because unlike sprint burst you wouldn't need to activate it immediately. Personally I'd say languid is the best for dealing with lithe since the survivor would've likely used lithe before you can activate genetic limits.
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@Whitey said:
Console players are queuing into killer side en masse and AFK'ing resulting in wasting PC players' time in quantities of over 30 minutes
There's no excuse for this. 30 seconds of zero input should give me a bot automatically and insta-2 hour penalty the offender for wasting valuable time.Why do you believe that it's solely console players going out of their way to ruin the average PC player's time, it's just people going afk, there is not any malicious intent behind these people.
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@Reinami said:
2v8 is fun, even though the Queue very long for killer. The game is so much more fun and chill in 2v8 because the game is finally a casual experience where everyone is just having a good time. You need to extend it.
As fun as it is 2v8 is, I enjoy actually playing killer, so to have a queue time that isn't 30 minutes is nice. Playing killer just isn't something I can do as often as I would be able to without 2v8 being available.
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@Phaliure said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989375#Comment_3989375
on the last AMA they said they were "discussing it", and even Fortnite is starting to sell old battle pass skins in the shop.
I wasn't aware they were discussing it, and for Fortnite, no they are selling ones from recent seasons in the store at a later date so there are plenty of skins that will be permanently vaulted.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989359#Comment_3989359
Felt like you pointed it out as if it was novel.
Personally, it'll always remind me of Richard Nixon's head in Futurama.
https://us.v-cdn.net/6030815/uploads/8Y4DK71MM1OF/1000000064.jpg
So what I'm hearing is that there is a reality where both this Richard Nixon head look a like and demented zoidberg (default dredge) in the dbd.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989313#Comment_3989313
I think I've seen maybe three or four people use Convciton, and one was a friend trying it out. It's not exactly shifting the meta.
I've seen it maybe twice total but I think the general rule of thumb for any new "meta" perk is that nobody ever seems to use it, regardless of whether or not it's actually busted. Now I do think that conviction needs to be nerfed because it just isn't healthy in it's current state, however combined with plot twist in it's current state it is quite powerful.
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@Phaliure said:
I’ve been playing Dead By Daylight almost everyday for 6 months now, and I’ve been a life long Castlevania fan. Unfortunately, I missed out on the Deep Rift versions of Soma and Dracula’s True Form, and in my opinion, you shouldn’t gatekeep these cosmetics from new players for a few reasons
One, most people on Reddit and X seem to agree that they should return in one way or another, if the intended purpose was to give something to flex, and most people wouldn’t mind them returning, why not bring them back?
Another reason, think of the money. I’ve seen the many people that want a certain Mikaela skin to be brought into the store, and I’m sure if you introduced the Deep Rift cosmetics into the store, I’m sure many people them.
I know there’s many licensed Deep Rift variants, while I don’t know much about licensing and negotiations, I’m sure that since the base versions have returned to the stores, license holders would allow Deep Rift variants to return as well.
Thank you for taking the time to read this, and I hope that this topic is in discussions. P.S. Please don’t cook me in the comments 🙏🏻
I think behviour has been clear that they don't intend on ever bringing the deeprift varients to the store, and whilst I don't particularly care on whether or not they are exclusive I wouldn't say this isn't the norm for most games. I mean fortnite for example has hundreds of skins that are locked behind the "you had to have been there" wall.
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I'm so confused; I got tagged in that message with nothing in it. Is he ok? Maybe he was going to tell us his secrets but then the kaneki mains got to him.
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@LordGlint said:
I feel like if you wanted them to work separately from each other, your best bet would be to have it setup as 2 teams of 4 survivors and a killer. This'll have survivors try to have more gen repair than the other team. You can help out your team by bodyblocking the OTHER team to aid or interfere in chases.
I would be interested in a mode that plays similarly to the dbd comp scene and honestly this sounds like that but instead with everyone on the same game all at once. Honestly doubtful that it would be as fun without preloading as a swf, but I'd still love to see bhvr implement something like this.
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https://forums.bhvr.com/dead-by-daylight/discussion/454645/nerf-ghoul-fix-the-anti-cheats-and
And what!?!?!?! Don't leave us on a cliffhanger!
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I really don't like the idea of a permanent 2v8 mode simply because it isn't currently a complete mode, but also because it tanks queue times for both modes.
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@PigWithTvs said:
its an event just let both sides get extra bloodpoints
waiting for 30 mins to play with another person and get normal bloodpoints feels like such a buzz kill for an event
It's supposed to be incentive to play survivor. If they gave 5x bloodpoints to killer those extra people that were playing survivor for the bloodpoints and easing queue times would then move back to killer.
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@GraphXOm said:
You play anything else and you'll lose. It's that simple.
Counter argument: I played a match of hag and 4ked
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I would say the toxicity is mainly because of how tribalistic our community is but I don't think that is the entirely to blame. I mean being toxic isn't something that happens simply inside of dbd or even video games in general. Why people act this why I'll never understand but it is an unfortunate fact of life at this point.
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@Xray said:
For me it would have be left 4 dead part 2. Having a Tank or Witch as a killer would be awesome, maybe even have the finale of the Sacrifice be the map.
I'll always be disappointed that we won't get a left 4 dead part 2 simply because bhvr wants money.
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@Royval said:
nobody plays slinger so no
I played slinger yesterday. Check and mate.
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I'm genuinely curious as to how most of the people commenting on this thread don't seem to understand that having your power almost completely nullified by survivors isn't a good thing. People threw a fuss when they were planning to do it with xeno but sadako has sat in this state for quite a while. I think the main problem as of now with her kit is the survivors can shut down tvs and just hold on to the tape without any form of consequence for doing so.
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I love this whole argument because this is someone who clearly lacks a basic understanding of the word "broken" in a technical sense and then decides to upset because of it. Just because a streamer used hyperbole doesn't make it entirley correct.
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This is one of the most confusing bait posts I have seen in a while. I miss good bait :(
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None of these changes would be good for the game, mainly because whilst there is a completive space in this game most of the people that play this are casual. Having limits on perks while playing with your buddies regardless of if you are good or not just isn't fun. Showing that a prebuilt team in the lobby will also just increase dodging again which is something that we'd like to avoid.
@PR0BKA said:
Same perk limit on a 4 man swf can help to adjust this scenarios, but I guess we can just nerf franklin's. Maybe also show the killer that he is playing against 4 man in pre game lobby, but nah lets just nerf Kaneki for the 3rd time. Really hope that all killer players would switch to ghoul/blight/nurse or just leave the game because the devs clearly dont want killer players to enjoy the game.
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Sometimes I just wish that the devs would wait a bit longer and hopefully see that it is simply the loud minority complaining about most of these issues.
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@mecca said:
Their priorities are killers. They played clown but didn't play test against actual real humans. They don't find the survivor experience valuable.
If they're priorities were killer I'm sure we wouldn't have skull merchant in their current state, and as for the survivor experience not being valued well isn't there going to be some big survivor quality of life changes coming soon?
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I want to agree on the point that playing killer is slowly becoming increasingly more difficult, and that the state of killer is currently a buggy mess. Yet somehow more than I have in the past I am enjoying killer. I wonder if it is partially due to the amount of sweaty and try hard survivors that I've been facing, as the satisfaction that I get from winning in these sorts of environments is immense. Of course, this is down to me being fairly skilled at the role, so I am still able to enjoy playing amongst the mess that it currently is.
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Yeah these types of bugs have plagued wesker since his launch. Luckily, they aren't abusable, but they are something that is difficult to fix due to this game's terrible spaghetti code.
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I didn't get much time to play this event but I got at least 50 pies on almost all of my killers and 200+ on springtrap, same with Nicolas
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969958#Comment_3969958
Gasp! People don't want to play with someone who spends two minutes only to play the entire game with one health state? All for extremely situational aura reading?
This is exactly the type of behavior we are trying to avoid having in our community. All perks exist and should be valid to use, that should mean that everyone is not entitled to throw everyone's match because of something like treacherous.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969515#Comment_3969515
little things can change that affect the big picture. maps, for example. what are you doing after screaming in the middle of nowhere on Haddonfield injured?
in ye olden days you just dead hard for distance after looping invincible picket fences
This is true but I haven't heard such an outcry about this perk since forever ago and we've had reworked Haddonfield for quite a while now.
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I think the bare minimum that needs to be done is at least give the original characters all unique menu themes but if we do get chase themes they shouldn't all be high pitched and fast pace with a random object ringing in the background.
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The feature hasn't been retired it's just currently in a very buggy state. You should notice in some matches the survivors all spawn within arm's reach of each other and sometimes a random survivor is one the complete opposite side of the map.
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Working with the killer is considered to be the survivors helping the killer, not the killer helping the survivor. This means this situation isn't bannable because if it was that'd mean there would be a lot of reports on farming killers.
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Why is this community deciding to get worried about perks that haven't been a major issue since they were launched? Infectious has the potential to be good but isn't a game changer for slugging.
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@LockerLurk said:
Maps that still badly need looking at:
- ALL MacMillan's Estate maps should have had their second iteration be the one that was seen on live, not their first iteration. The original iterations aren't great, especially Groaning Storehouse and Suffocation Pit. That Main in Suffo is a war crime, and Storehouse is too large with too many resources. I'd also like to see Shelter Woods get a quick pass through just because some of the resources are a little weak while that main can be too strong. The rest are balanced to slightly Survivor-sided.
- Gas Heaven and Wrecker's Yard. Gas Heaven is too large and too Survivor-sided, while Wrecker's Yard frankly doesn't have a whole lot going for it. Many of the tiles in the Auto Haven maps also feel like they are missing the plot with too many strong tiles and not enough fillers, or sometimes too many fillers and not enough strong tiles. Not a priority realm to balance save for the two maps listed.
- All Coldwind Maps. These maps are currently Killer-Sided since the lack of resources makes them abysmal for Survivors, especially Rotten Fields. Frankly, can we please just delete Rotten Fields from the game? I promise you nobody will miss it. It's an absolute barren wasteland of NOTHING that you can't do anything in either side most of the time except Hold W. All of these maps also are too bright, making it very hard for Killers to track scratch marks in. You basically have to track blood trails and pray. Adjust the brightness of this Realm and give a FEW more resources, maybe some junk tiles, and it's fine.
- Disturbed Ward: Weirdly shaped and too big with too many resources. Somewhat Survivor-Sided for that reason. Adjust the size down - I suggest making two new realms out of it a little larger each than Crotus Prenn is - The Asylum and the Carnival. Cut out the Carnival from Crotus Prenn entirely and reduce resources to balance it, then Expand the Carnival into its own creepy spooky Evil Circus map in the same realm as Crotus Prenn. And readjust the sizing so neither map has such a wonky shape.
- Haddonfield: This entire map has been a problem child from day one. Currently, it's heavily Killer-Sided. I think the tiles themselves are fine, specifically all the houses. But the size needs to go up a bit, and those bush tiles should be extended into their own tile. Space out the houses and replace with a playground tile set or some bush maze tiles. House of Pain and the Myers House should be the only strong tiles. You will never be able to fix that street, so just remove the tiles there and focus on either side. Make it a "resource guarding" map the way Shrine of Wrath or Azarov's Resting Place are.
- Backwater Swamp: The whole realm is a wet fart. Whole realm has to be darker, what is this nonsense we have now? It looks awful. Pale Rose is probably too big for what it should be, and the elevation is kinda bad. Grim Pantry is Survivor-sided, that double window on its main is again, a war crime. Weaken the Main like you did to the Haddonfield buildings and bring the number of filler tiles down. Shrink the size of both maps slightly. Stop making all the hooks and generators and the Hatch spawn in the corner, WHAT is this spawn logic?
- Red Forest: Generally OK, but definitely needs less filler tiles. This is less obnoxious on Temple of Purgation than it is on Mother's Dwelling. Both need a slight reduction in fillers. The amount of collision blockers feels kinda bad, but it's tolerable.
- Badham: Still too Survivor-Sided and really deserves a rework. Just remove some breakable walls in some buildings and weaken the dropoffs in those buildings. Rework the Main. Change those things and the map will be fine. NEVER BRING THE OTHER VARIANTS BESIDES WHAT WE CURRENTLY HAVE BACK TO THE GAME AGAIN. I'd argue you could merge Badham and Haddonfield into a new Realm called Dark Streets, maybe whenever we get another urban map again. Such a realm could have a lot of potential! You could put a theoretical All-Kill, Scream, or other such urban map there, instead of having three different realms for them.
- The Game: This has always been another problem child map nobody really has any fun on. There's nothing for Survivors to use up top, and downstairs is too strong for Survivors. Meanwhile Killer can guard one half of the map depending on who they are if many of the generators Spawn in that area. Very cool map packed with Easter Eggs for SAW, yes, but really feels bad to play on. Especially for Killer, since there's approximately 9 billion pallets every square inch and no vaults. Reduce the number of pallets on both floors to about half of what we have now, and add some vaults topside. You could even have some generators change things and create vaults where ones did not previously exist. Whole map needs a redo.
- Ormond: My big issue is that one map is too Survivor Sided while the other is slightly too Killer sided. Ormond Resort probably needs a reduction in fillers and reduction in size a little, and some slight changes to weaken the main. Maybe just don't spawn some breakable doors. Ormand Lake Mine deadass doesn't need that entire lowest section you can drop into, and could probably get a slight increase in size if you removed it. The snow also tends to muffle footsteps, making it too hard to track in - adjust the sound levels.
- Hawkins: This map is mostly okay, my issue is that maybe some of those dropoffs are a bit too strong and there may not be enough resources for Survivors to use. The map is also extremely confusing to navigate similarly to the Treatment Theatre. Change that and the map is OK.
- RCPD, both Wings: My ONLY issue with this map is that the extended loop in Main is much too strong and too easy to chain with the Welcome Leon room, the Safe Room, or the rooms adjacent to it. That desk AND the stairs both deadass don't need to both spawn pallets, it's already huge and hard for some Killers to keep up on. I promise you that loop is strong enough if you only had ONE of those pallets spawn at a time. Or, you could add a dropoff from that upper balcony next to the statues to break the loop into being less strong, and keep both pallets. The rest of the map is okay.
- Forsaken Boneyards: Another issue realm, one is still Survivor-Sided while the other is Killer-Sided. This isn't balance, BHVR. Eyrie of Crows STILL has too many resources, often ones that are strong loops or lead into other strong loops. It needs more filler pallets and less of the kind of loops we see between the mausoleums. Why does that pallet on the little plaza even exist? Why can you chain from Main into a few semi-strong fillers into a tile into shack? That feels like too much. Dead Sands has the opposite problem - no real tiles, not enough resources. It feels like Rotten Fields. It really needs more for Survivors to use, there's nothing here. That feels really bad especially if the Killer tunnels. And BOTH maps have the awful issue of muffling footsteps, making it hard to track Survivors and sometimes Killers in - adjust the sound levels.
- Garden of Joy: Garden. Of. Joy. This map has been THE most Survivor-Sided map since its inception. The whole map is just awful, it has the same problems Haddonfield has but in reverse. That Main is TOO STRONG and those dropoffs need addressing. Having it easily chain into strong tiles either side is a war crime. The other side isn't much better, chaining shack into strong tile into strong loop. Then you add a bunch of fillers as resources to extend it. I'm gonna say it - remove the Shack entirely, and space out the tiles on that one side with a dead zone and some fillers in between, not every map NEEDS to have a Killer Shack. As for the Main, add more dropoffs and weaken some of the vaults, there's too many exit points for Survivor and too many loops the Killer can waste time on. Plus it has two strong pallets in it. Maybe weaken those somehow, the house shouldn't be a guaranteed safety zone. Then remove one of the maze tiles on that side and put fillers there. There, fixed, balanced, even. Also, rework the lighting to match the other two Withered Isle maps - it should be dark like Fazbear's and Greenville. Looks cooler, is cooler, do it.
- Forgotten Ruins: Killer-sided for some Killers, Survivor-Sided otherwise. Has the same issue as The Game - the underground is too Survivor sided but the topside is too Killer-Sided. Weaken some vaults in the dungeons and add some resources or a maze tile topside.
- Toba Landing and Nostromo Wreckage: Let's be honest here, these two do not need their own map offerings. Make the Spaceship Door send you to one of these two maps, not one for one and another for another. Nostromo Wreckage is currently too big with too few resources. It SHOULD have been an indoor map with a small outside, but since BHVR won't do that here's a better solution: split it into two - an outdoors map, and an indoor map - and then expand both. We have NEVER seen a realm give you either an outdoors OR indoors map, that would be new and interesting. I am not sure why BHVR is so damn averse to making more indoors maps when we haven't had one in ages, it's like they're afraid after the disaster RPD was at launch. As for Toba Landing, it's STILL too red and hides scratch marks too well, plus that Main probably needs a slight look at. It's quite a strong structure. I am also not sure why on earth they put two shacks on Toba Landing, it seems pointless. Map is otherwise fine.
- Fazbear's Pizza: Should. Have. Been. An. Indoor. Map. The FNAF games are indoors games. They have always occurred indoors. it's baffling you didn't make this map also occur mostly indoors with a small outdoors. You could have blended multiple games' locations into one bigger reality-bending indoors map - the FNAF 1 security room, the FNAF 2 big open area, the FNAF 3 Fazbear's Frights room, the Sister Location galleries. You could then have added the party room, the arcade, and the kitchen as areas. It could have been another Lery's, which is still IMHO peak indoor map design. Instead you chickened out, played it safe, and gave us another "cool main in a barren field" map like Greenville that you have no real reason to go explore in because it's strong and there's nothing for anyone there after its one generator is finished. Please stop designing every map like this or like Rotten Fields, it gets old, give us something new. Give us more interesting Indoor maps at least! Not every damn map has to be outdoors!
- New Walking Dead Map: OK, if any map deserved better, it's this one. It shouldn't be in Withered Isles to start with, it should be in Lery's Memorial - and it should be a fully indoors map. WHAT is this "cool Main in a barren field" design philosophy that BHVR can't seem to shake? The coloring doesn't even match Withered Isles! Please, for the love of everything, just make it a more open but fully indoors Lery's Memorial with a Walking Dead coat of paint, it would fit there so so so much better.
Realms that need more maps or need to be combined:
- Crotus Prenn: Has only two maps, splitting Disturbed Ward into The Asylum and The Carnival would give you a third, making a nicely balanced realm.
- Haddonfield and Springwood: After nixing the other NOES maps, now Badham has just one map and Haddonfield has only had one map ever. I say either bring that "The Facility" map idea back as another callback to Halloween (the second one in this case), or merge the one Badham map with this realm to create a new Realm called The Dark Streets or The Urban Jungle. Then you can add say, an All-Kill city map or things like maps for urban Killers like Ghostface or Skull Merchant without repurposing other maps. How cool would it be to have a fully urban realm made up of classic horror locations like Badham and Haddonfield?
- Backwater Swamp: Badly needs more maps as it has just two. How about bringing back any of the previously scrapped map ideas for this realm, such as The Mound? How about a deeply murky muddy forested map for this realm? How about a creepy otherworldly bog with much too big carnivorous plants and creepy reeds and a big wicker man like object or a big old tree you can loop inside of for a Main or something? Something cool!
- Lery's Memorial: Put the new Walking Dead map here, and make that map fully indoors but more open space than the Treatment Theatre. Call it The Institute.
- Red Forest: Could use another map as there are only two. What if we had a cool underground caverns map and it had a small outdoors section that is forested, connecting it to the Red Forest? Maybe with a new Killer this could be their lair. It'd give us another "big indoors small outdoors" map which we don't have very many of.
- Springwood: As stated, blend this with Haddonfield and some new maps into a new Realm called The Dark Streets or The Urban Jungle.
- The Game: I don't know how, but I'd like to see this realm become The Indoors Realm. Rename the realm to The Game and the map to Gideon Meat Plant, and then add maybe some more sci-fi type places to the realm. IDK, something, having it be its own thing feels kinda lonely when plenty of other licensed maps are being folded into realms that exist already. Maybe give it more SAW inspired maps?
- Yamaoka Estate: Needs another map. Maybe add a Fatal Frame inspired creepy old house map to explore, there's a good map idea for an indoors map. How about an old Aokigahara inspired creepy Yokai Forest? You could do that. What about a Japanese seashore vacation house? How about a mass burial grounds for the Yamaoka family, with Tori Gates and spooky gravestones to hide behind and little shrines like that elevated one in this map?
- Ormond: Needs another Map. How about the abandoned halls of the school that the Legion dropped out of? Solid indoor map. How about a cold frozen over lake at the height of a harsh blizzard with a crashed plane deep in the Canadian Mountains? Solid outdoors map idea. We already have "Ormond Lake" as a concept, show us the actual beautiful, crystal clear Canadian lake with mountains in the background! C'mon BHVR, you're a Canadian company… show us your country's natural beauty in map form, I know you're capable…
- Hawkins National Laboratory: Probably could be merged with the Lery's Realm into a new Realm. Call it The Institute and have it be Hawkins National Lab, Treatment Theatre, and The Walking Dead Map. Bam. If you don't do that, what about adding The Upside Down, like the actual Upside Down, as a map? Could be really cool!
- Grave of Glenvale: Dead Dawg could stand several more maps, why is it all alone? :( You could do a creepy abandoned gold mine. You could do a large scale canyon map. You could do a nighttime desert map. All of these would be really cool, but you haven't done them yet. This realm needs more maps!
- Silent Hill: If you do another Silent Hill chapter or release, this realm needs more maps, and frankly it deserves to be its own realm. How about Alchemilla Hospital? How about the Hotel from SH2? How about the streets of Silent Hill itself? How about the carnival grounds?
- Raccoon City: Fine as it is I think but if another map were added, why not add a creepy Las Plagas village or something? Or put the Walking Dead map here because it's "the zombie horror realm".
- Forsaken Boneyard: STILL needs another map or two. Why not create a cool underground catacombs map, kinda based off Ossuaries and the Paris Catacombs? That would be a terrifying map to run around in! It baffles me you haven't done some kind of catacomb-maze map yet, like what are you waiting for, it's ripe for horror and this is the Scary Graveyard Realm.
- Decimated Borgo: Could use one more map, probably in a future chapter. I would like to see perhaps a King's throne room or something. Make a genuine castle map. I bet people would love to see that.
- Dvarka Deepwood: Could use another map. I feel like something involving cosmic horror in a future chapter could go here. Like, if you did a Rl'yeh or Carcosa or other cosmic horror inspired type weird trippy map. Put it here, perfection.
Honestly if we're talking about adding new maps to already existing realms something I'd love to see is an abandoned WW1 style frontline map for the red forest realm. This is mainly because it'd be incredibly cool having trenches and that sort but also because it connects really well with huntresses lore.
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I thought bhvr tried to patch the kidnap tech in one of the latest patches and labeled it as a bug? Why must they be so confusing.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969415#Comment_3969415
You can make it possible for Survivors to recover fully from the Dying State if at least 3 Survivors are in the Dying State. I think slugging one person can happen and is fine and regular gameplay. Two can happen as well, if they make a mistake (e.g. unhooking against a Bubba) or the Killer is running Infectious Fright.
But once you reach 3 Survivors in the Dying state, we are at the point beyond the Killer slugging for a bit of pressure or to avoid a Flashlight Save.
The thing here though is that a change like this would gut the iri flesh bubba full team snowball which would be incredibly unfortunate.
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My first main was deathslinger but once they removed the quickscoping I moved around on what killer to play until wesker released and he has been my main ever since.
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I'm confused what base kit killer buffs have been added recently? Last time I checked we were getting anti-slugging and even anti-tunneling, not even mentioning the anti-camping changes that are also coming. This sounds to me, like a major incoming killer nerf. As for your so called "buffs" that killers have been receiving just in this patch alone we've had both knight's power and clown's power gutted compared to their current state.
@Citizen58 said:
As a player of both roles I can talk about many things, but in particular I wonder why are some meta killer builds so horrible for survivors? Have the developers even tried playing constantly against those builds? Also, what is the need for some survivor perks to be disabled during game collapse? Do killers so desperately need help in getting kills? I can tell you, when I play killer, it is so easy to kill survivors with all the buffs I get that the game gets terribly boring (I mained killer for a long time and got to iridiscent I everytime, I dont find it fun anymore even with perkless builds). Why are some horrible mechanics not fixed or prevented, like slugging, killers "humping" surivivors while words like "damn" are banned in chat? Seriously BHVR, why? Do you need more killers than survivors or why do you keep turning a blind eye to surivors having fun? Why can't the last survivor get a buff instead of the killer getting them? Why must surivors hit a very tiny box to blind the killer (try aiming a flashlight with a controller) while ranged killers can hit huge hit boxes? Developing a game is not only about programming and debugging. It's about considering the gameplay and enjoyability of the game. Have some of your developers play solo queue and see how they do. And this is not a rant, these are real game mechanics that I consider deserve an answer.
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@thighchamp said:
I'm sorry, but all the people saying that Springtrap is bad or mid are completely wrong. He has cross map teleportation, a projectile, 2 instant-grabs in his kit, his axe detects survivors, and he can camp hooks better than the majority of survivors in this game. He is undetectable coming out of doors, the cameras are completely useless for survivors and completely unsafe to use…
Springtrap needs a complete rework, which is crazy because he literally just came out.Maybe a way to disable his door teleport? Maybe, IDK, a noise notification or something like in actual FNAF instead of an insanely quiet door opening sound? Maybe his teleport doesn't make him undetectable without addons??? Maybe his axe could be removed faster, or maybe it wouldn't have active sonar??????????? Maybe he couldn't see gen-auras while inside a security door? IDK, just a few ideas.
I have no idea how any of you can be calling him mid-tier or implying that he doesn't need any buffs or nerfs. This season has been god-awful. Springtrap is one of the best killers in this game right now for anybody that can aim and press space-bar. There is just no way in hell we have people in this game who think that characters who can travel across the map in a matter of seconds AREN'T busted. There's literally so many in the game right now.
I would love for someone to explain to me how he's bad or mid. I literally cannot fathom that notion.
Just an honest question but have you actually played the springtrap? If so, I ask you to attempt to play him once you end up with decent survivors. He is in fact quite balanced as his axe has such a skill ceiling that while it can be used to hit some crazy shots in most cases can't do much outside of hitting you during animation lock. Having your axe down and getting killer instinct doesn't affect much as it is only on that one spot and on most loops you would already know the survivor is in that position. The undetectable you just play around like any other killer and if he door teleports you can see the flashing lights and get a 3ish second heastart on him. Although an unpopular opinion the cameras are in fact not useless and if you can use them correctly while your teammate is in chase you can help give them quite the edge by revealing springtraps aura. Basically he's got an axe which is easier to dodge than huntress's in most cases and a teleport that let's you know he's teleporting to that specific point. I would say that why it sounds strong these do give an advantage to the survivor, hence the B tier placement.
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Surely, you'll play with him for more than 7 minutes though?
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I believe this bug gets triggered by the Springtrap being head on stunned while entering a door and it gives him perma invis but he also can't see anything.
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@Vampwire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957015#Comment_3957015
That’d be cool but I think fox or warnerbros owns the Slenderman ip now after the movie happened.
Marble hornets is a separately owned IP and for reference the Slender there is called "The Operator" and technically not the same character and as such is not owned by fox or warnerbros.
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The creator of marble hornets has already expressed interest in adding his version of Slender to dbd as far back as a year ago, and even went as far as actually contacting BHVR about it.
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In all my time playing I don't even think I've used a wreath or flower once because they are just so useless compared to any other bloodpoint offering. I do hope that BHVR has changes planned for more of these offerings in the future.