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dbd900bach

dbd900bach

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  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895283#Comment_3895283

    Not that I disagree with your point but as far as I know this killer can't use their power to down anyone. So he is more like a better version of Legion, isn't he?

    I don't think that's anywhere near S-tier even considering the crazy mobility. He is still mostly a pure M1 killer against an injured survivor (unless there are some exploits that allow him to use his power for that as well?), he doesn't deal that great with windows because the vaulting is so slow and for pallets it's the same thing.

    He can use his power at a ton of loops, just not short one's and he can mitigate his weakness to windows with bamboozle. He's extremely good at catching up and even cutting survivors off when changing tiles, going as far as being able to body block pallets and windows. It's similar to how Wraith does the same with his increased speed while cloaked.

  • @SummerBBQDwight said:

    I thought the chapter also could be cooked for more = better experience. I know it's just PTB but still… I hope it's some very old build and the live version has none of these major bugs.

    It feels almost like Houndmaster PTB which was then also very buggy in live game for like 2 weeks minimum and still it's perfect performance power by this date.

    Houndmaster is not comparable. Everything about her involved using a separate AI attack that curved around objects. In other words, she is a development nightmare and it's quite honestly a miracle she works at all.

    In terms of bugs, there is only a few major bugs that hurting the ghouls gameplay, and several more minor that can be lived with for a short time. He's not in that bad of a state and if anything has the best potential we've seen in a long time.

  • I don't find it difficult at all to believe Kaneki is the killer. After being tortured he was never the same, and he never dealt with that trauma. He is the definition of mentally and emotionally unstable.

    The state he's in, in terms of the game, is likely something similar to his kakuja state. In that state he's laughing and reveling in the violence he's committing, and in the game he's likely also starving 24/7 regardless of how much he eats. It's a recipe for disaster, one easily manipulated by the entity as it pleases.

  • @czinsation said:

    The biggest issue with slugging, in my opinion, is the killer is not punished much for doing it. Worst case scenario the survivors that are left can maybe get the slugged survivors up or the killer loses track of the survivors and they bleed out.

    I'm really disappointed that behavior's first choice to deal with slugging is a "give up" button for survivors instead of something like base kit unbreakable. It's a bit similar to how they deal with tunneling without actually dealing with tunneling. Ultimately slugging and tunneling are strategies that give an enormous amount of value relative to the required skill, but pose very little risk to the killers.

    But when thinking about solutions like baskit unbreakable, you have to consider every side. If implemented improperly, you end up inba situation where the killer is being punished for downing survivors and survivors are being rewarded for being down which denies the entire structure. Even if that issue is fixed, survivors are still being given a second chance after arguably losing.

    Then player agency comes into discussion, meaning that if the solutions only serves to limit player choice regardless of side, then its not exactly a good mechanic.

  • The thing with Legion is that they are the weakest killer in this mode. Survivors heal and mend way faster than the damage Legion can do, plus they're just an M1 killer at the end of the day. There's pallets everywhere including double pallets so if you're good at looping then the Legion will realistically never down you.

  • While I'm not exactly arguing with your point on Nemesis, mentioning Huntress as one of the worst killers in 2v8 really throws every point into question.

    In every iteration she has been considered one of the best killers in this mode because the pressure she alone can exhibit is unmatched as well as downing survivors extremely quickly in 2v8's more chaotic environment.

  • @[Deleted User] said:

    Agree. Ive only played against his rework a few times and I found him hardly threatening (could be player skill idk) but with being able to wake up with any clock +immunity time… Ouch.

    With pill bottle that isn't as big an issue. Survivors will begin to fall asleep 50% faster at some point through the match as they repeatedly wake up. The thing is, however, Freddy still isn't that threatening even when the survivors are stuck in the dream world.

  • @Lixadonna said:

    When Survivors complain about Killer they are told to get good and learn counterplay and mocked for refusing to gain skill but then when that happens you get posts like this.

    I don't recall mocking anyone or passing blame onto the players, killer or survivor.

  • @MarbleThrone said:

    There is no Lunar New Year event, it's just a cosmetic.

    LNY was retired in favour of Blood Moon.

    It's called the Lunar New Year collection with a small event to celebrate the year of the snake.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/437557/lunar-event-and-skull-merchant

    She had a great skin for it last year and I believe was the face of it. They plan to rework her soon anyways. They haven't forgotten.

    But that could be in as little as three whole months, maybe six which is half a year. It would make sense if she received any changes to give incentive to even play her but she didn't.

  • @Devil_hit11 said:

    the killer should never EVER be punished for downing survivors. slugging has no extreme situations. it is survivors playing poorly in the chase that enables slugging to work.

    But should survivors really have to sit for four minutes as each of them dies off one by one? I'm not saying a 4 man slug should mean a free second chance but it's not exactly fun and is purposely malicious on the killers part as a player.

  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876575#Comment_3876575

    An M1 killer would never be able to hold a tri gen against a decent team, so I think this is more of a killer design problem and there was no need for anti trigen.

    An M1 killer can hold a three gen against a not so decent team. All levels of play have to be considered, plus not every killer is M1. Other killers can control the map far better than others like Blight, Nurse or Hillbilly.

    Are you really content with matches lasting longer than an hour and beyond that?

  • @Daniel_Silva04 said:

    They make changes just to try to alleviate the problem but the killer can still use the strategy.In my opinion, this anti tri-gen system shouldn't even exist, because it's more related to the killer's design that can benefit themselves with this kind of strategy. Besides, leaving tri gen is most of the time the survivors' fault, basically the killer is punished for their mistake.

    Most killers can't keep a three gen indefinitely like old Skull Merchent or Singularity. Matches that go over half an hour into an hour holding three gens extremely unfun for both sides. In most situations, however, it never comes to that to begin with. Most killers either get the upper hand or the survivors are able to complete the three gen in a reasonable amount of time. Killers are not being punished over a survivors mistake.

  • Your first mistake was asking, "because why not?"

    There is a really long list of why you should not play Skull Merchant.

    In all seriousness though, it is incredibly unfair that Behavior decided that nerfing her into oblivion was the only solution despite many people paying money for the dlc. Deleting her until they can rework her properly for a year or two is not good business at all.

  • When it came to TCM, I was under the impression that the lack of content is what is slowly is Killing the game, plus being limited to a single universe.

    The devs don't really add much to the game, and when they do, it's nothing really worthwhile. The skins are extremely bland and generic, and even when they add new characters, you can still be denied playing that character if someone chooses it first, or vice versa you're denying someone playing that character. Someone can go several matches without even being able to the touch the character they paid for.

    The new game mode they added certainly breathed life back into things, but that only last for so long. The devs just seem painfully limited, which is a shame when they've obviously built a good foundation when TCM has lasted this long, yet it's dwindling hard.

  • Houndmasters dog, Snug, can injure survivors while they're vaulting windows or pallets.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872315#Comment_3872315

    Naruto could fit as a cosmetic chapter. I need Claudette to get a full on Anbu set. It will be amazing to join up with 3 other Anbu Claudettes

    Crossovers like this are interesting to think about, cosmetically at least since certain characters do have rather intimidating or horrific appearences

  • @Devil_hit11 said:

    2 guards on 1 survivor in the chase is too strong. Just lower cooldown of his ability. like 10/15/20 seconds for jailer/carnifex/assassin.

    But then just make it so a survivor can't be chased by more than one guard.

  • @DancewithmeKate said:

    I know western players usually hate anime and manga stuff but DbD is very popular in Asia countries too. And anime stuff is popular in those countries. So it's good.

    And we got 2 anime collabs so far, they both added cool skins to game.

    That is an interesting point that's usually forgotten. Western players aren't the only people playing as Dbd is widely enjoyed by a variety of regions.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436921/is-anime-good-or-bad-for-the-game

    A killer popstar doesn't scream horror

    I think some people have too narrow a view of the horror genre. Wanting DbD to an 80s slasher horror themed game is fine, but horror is a much broader genre than that.

    I don't follow anime as closely as I once did, but there are lots of horror and horror-adjacent animes.

    Exactly. Most people associate horror with slashers, monsters, ghost and demons. That is what a majority of the game is. Trickster is a pretty boy with some blood on him, but when you compare, he is no different than Ghostface. Both have stalked, killed and tortured others for some kind of sadistic pleasure. The only difference is their style. Trickster is made if bright popping colors while Ghostface is shrouded in black and gray yet both are starved for the spotlight.

  • @MechWarrior3 said:

    You can crouch walk and still be faster than them. Who though this was a good idea. You have to stack addons just to make them somewhat usable and even then you are working with little to nothing.

    That's the point. Zombies are an rng element part of Nemesis kit with the purpose being map control with a side of slowdown. The zombies are not meant catch up to survivors, but instead deny space. if a zombie is near a gen, it isn't really possible to do that gen anymore or suffer a hit. If you try avoiding the zombie, the progress you'll make isn't worth the time spent on the gen. Certain tiles and loops are also denied by the mere presence of a zombie. You can get rid of them with pallets, but its not worth the wasted resource. The only way to counter zombies is with a flashlight which blinds them.

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869455#Comment_3869455

    That chapter is when I started playing the game alone… :/ Everybody left me playing DBD alone after Trickster was revealed.. It just came off as a stupid concept for many people I think. I'll agree the map had the most potential. Even I wanted an All-Kill map.

    I think its because its quite literally a foriegn concept. I don't know how much you do know about the chapter, but an argument can be made that it was aimed more towards Korean audiences than western ones. The concept of the Trickster, at the time, was extremely rare or perhaps even non-existent in Korean culture. The idea that a beloved pop singer could go psycho wasn't really a thing so when the All-Kill chapter came out, it was quite shocking but also enjoyed by Korean fans. A lot of people didn't like the All-Kill chapter because they simply held vastly different cultural views which people in turn saw Trickster as either lame or cringe. A

  • @TieBreaker said:

    Some individual fighting game characters have well over a hundred moves each. How is it that people can learn all that, but Vecna having four moves is too much to handle?

    I think its because that's the difference between casual and competitive players, or more so a player who is invested in the game. Someome who wants to learn vs someone who doesn't.

  • @UndeddJester said:

    Sounds like Scourge Hook: Gift of Pain would be a winner with this… wouldn't encourage healing, but it'd mean you have blood in spades xD

    I know I would hate it as survivor xD

    Edit: Deathbound is also nasty on Oni.

    Provided there is a scourge hook nearby, it would certainly help Oni's early game if he can get it first hook.

  • I think it will be a buff/rework. The thing to keep in mind is that certain killers inflict deep wound as well as certain add-ons and perks. Whatever change they make to deep wounds will directly impact the power of certain killers. Legion of course, Deathslinger, Houndmaster, etc. Survivor perks and mechanics like borrowed timed, and way too many perks for me to remember.

    I think the main goal is to make it more interactive and impactful to the game as its current state is the exact opposite.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863614#Comment_3863614

    I don't enjoy the IP, I've always found it to be childish and woefully uncreative. It's taken horror backwards, imo. That's not really the issue though.

    FNAF's license is owned by a man who donates money to people who, at the very least, are intent on silencing LGBTQ+ people's voices in our world. If BHVR are intent on supporting that sort of thing financially, I cannot in good conscience continue to support them.

    Likewise, although moderately less immediately serious, FNAF is marketed towards children. Not upper teens or young adult, but genuine children. I don't support exposing children to the predatory pricing BHVR does. It's bad enough some skins are 20 USD, but when you're bringing in a whole bunch of kids as potential buyers? Yeah, not a fan.

    The foundation of Fnaf is child murder, but thats also not the point. Scott did make a donation, but he didn't make it because he was against the lgbtq. He made it because he supported the military views at the time, and never made a another similar donation after. I'm pretty sure he was unaware as well.

    On your second point, there are plenty games and services that are way worse than Behavior. Roblox was certainly guilty of it and Fortnite is way way worse. Kids shouldn't even be playing Dead by Daylight, yet they still do. Behavior can't be blamed for whats exposed to kids on an 18+ not meant for them.

  • ...Adriana? I don't really pay attention to killer names. I'm going to take a slight guess and say you're talking about Skull Merchant?

  • I'm not sure what you really mean with this post. Are you reffering to looping the Doctor or a literal bot just walking in a circle? The whole playstyle and anti-loop of Doctor is shocking you over and over so you can't vault or drop pallets to land a hit.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857103#Comment_3857103

    Why would a better tip work better if the player has no incentive to get better at the strategies? Just go next who cares.

    By that logic every killer in the game should be changed when survivors decide it's too much of a hassle to learn how to counter a killer.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857012#Comment_3857012

    Its not a player issue. the player will get killed and get down into a lower MMR, the game will continue as normal.
    How is this an issue for the Player if they cant care less about how a killer works or kill them. They will be on to the next trial soon.

    There is no incentive to actually learn to play against the a Killer which 2% of Killers play.

    Rather its better to fix the Killer, make the gameplay intuitive, make sure your players know how to play the game.

    Or just provide better tips? Pinhead is one of the much more interactive killers to face. He doesn't need fixing when there's already a solution. You're making excuses for bad players that were going to die regardless if it was Pinhead or not. Blight is played so much more, but that doesn't immediately make him easier to play against.

  • The issue with this is people who don't know what to do with the box. That is a player issue. You find the box, you solve the box and now Pinhead no longer has a passive slowdown. Better yet, he doesn't find the box himself to start a chain hunt.

    You're asking the devs to change a killer because people don't know how to counter him when its an easy enough counter.

  • I'm wondering if people even try to figure out how to play against her? She is like Huntress and Deathslinger, just now as bound to by the rules since Snug can curve and redirect which makes her unique.

  • @Sushii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856690#Comment_3856690

    I faced a P70 Houndmaster and he played more than 20,000 hours on Dead by Daylight on Steam. He knows exactly what he was doing and yet he still struggles. He wrote in end game chat saying his power bugged out many times. We all escaped effortlessly.

    I'm not making an excuse here. I genuinely believe that this killer is the worst killer in dbd, and I have first hand experience since the PTB came out. Houndmaster need a big, fat fix.

    I'm curious as to if this was pre bug fix or after which has barely been out. From what I've played and seen of streamers as of the latest version, most bugs have been fixed.

  • @Sushii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856683#Comment_3856683

    Every Houndmaster I've gone against were a 4-man escape.

    Then every Houndmaster thus far after the most recent bugfix isn't really good at Houndmaster. The window and pallet vault is now much quicker and the pathfinding is much less of a pain. She can also use Snug a lot more with good zoning.

  • @Sushii said:

    How many more bugfixes does this killer need before it can move over from F- tier to F tier?

    Its a minor inconvenience being exaggerated. It should be fixed, yes but it's not dictating the entire killers power. Houndmaster is now at solid B to A tier with a now decent anti-loop. Windows and pallets are not safe anymore and she also has decent zoning.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856061#Comment_3856061

    because they don't want the mechanic to be capped. it is intended to be uncapped but BVHR in post says that they're trying to maintain survivor fun in the post which is implying that add-on is "unfun" for survivor which is the reason why it is bad.

    But then it will always be unfun when it goes past that cap? Regardless of killer, if any add-on or ability allows them to go past full stacks of stbfl, then it will become unfun for survivors, especially in hook camping situations.

  • @TragicSolitude said:

    My guess is, the way BHVR coded the game doesn't allow for easy checking against perk interactions. Otherwise, they simply would have stopped Buckle Up and For the People from working together instead of gutting Buckle Up. The game sees a heal event and not what caused the heal event.

    However, in the case of this add-on, it feels like BHVR could have created a ceiling for a killer's cool down reduction. If it's difficult for them to code a maximum/minimum value for a variable, then I don't know how this game functions at all.

    That's the thing. Why not add a cap so this issue doesn't occur altogether? They wouldn't have to worry about it in the future. Cap it at the full stacks of stbfl so the add-on can still stack but not push into absurdness territory

  • @ArkInk said:

    It was mentioned on another thread but this change was intentional as the devs are worried about the add-ons effect becoming harmful to the health of the game, and thus essentially nerfed it to the point of uselessness so they can revisit it later.

    That rubs me the wrong way for so many reasons, but here we are. Unfortunately.

    They should've waited to see what would happen to see if it became an issue to begin with and during that time have a change ready. If they didn't have one then the 2% would be an easy change when it became a problem.

  • Exactly what sort of information are you trying to find? I know most of everything in this game and using a wiki doesn't seem like the most reliable way, official or not

  • As far as I know Dracula is still a really good killer despite the CD nerf so while people may have wanted it reverted, there wasn't much warrant for it. It was a pretty spam happy ability to begin with so players should be more skillful when using it while also feeling more rewarding for survivors to dodge it. That or more punishing if it's the killers fault.

  • She has two modes. One you can send out in a straight line to directly bite and hold survivors. The dog can curve around objects, go through windows and pallets but she is buggy so its not consistent. You can also shoot the dog in another direction at any point during the attack or at the end of it for a skillful bite.

    Then she has her hunt mode where the dog goes to specified location. You can aim it at generators specifically and the dog will leave a path. If you follow this path you will gain a hefty speed boost to reach your location quicker. If the dog detects a survivor they are afflicted with houndsense which causes them to glow brightly red and enter deep wounds when injured.

    If you're ever confused about a killers power, jist hover over their power in the in-game pre-lobby. They can also be looked up online along with helpful videos going more in-depth than what the game can. I really hoped this helped.

  • Realistically neither add-on should be in the game and have been kept likely for the sole reason of the achievements. I have no doubt this will be adressed in his full rework, but the entire point was that Micheal shouldn't be viable with only his tombstone add-ons.

    It's not healthy for the current state of the game.

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847657#Comment_3847657

    its major cope from people hoping shes good her skill floor is low to mid at best

    I don't have to cope and instead just play.

  • @Unequalmitten86 said:

    Here is a question. I was just in a match with her and of course I was body blocked for the exit but as soon as she entered she got her dog on me and I couldn't leave. Understandable I couldn't leave with the dog but after I was free of the dog I still couldn't leave it was blocked. Why?

    I've noticed this as well. It seems to be a built in exit block that activates for anyone caught by Snug with a lingering effect of unknown duration. This is likely just for anyone down in the gate if they're caught by Snug so Houndmaster can pick them up.

  • @Unequalmitten86 said:

    Here is a question. I was just in a match with her and of course I was body blocked for the exit but as soon as she entered she got her dog on me and I couldn't leave. Understandable I couldn't leave with the dog but after I was free of the dog I still couldn't leave it was blocked. Why?

    I've noticed this as well. I believe it's a built in exit block for anyone caught by Snug in the gate. I'm not sure how long it last, but it keeps an injured survivor from escaping if they're caught by Snug.

  • I think you're on the right track. Insidious should do more to make the killer less detectable, but rather than the undetectable effect, I feel like it could maybe remove the bloodstain, or like you said, remove audio cues from certain killers. Standing still and being undetectable is something certain killers can already do and it promotes an unhealthy playstyle so it needs a change.

  • It wouldn't be such an issue if the que times wern't blasted into oblivion. It's not just 2v8 that had long que times, the regular game was also severely hurt as well. It's an event and should remain as so until a proper solution can be found, but the kicker is that there may not be a solution.

  • Wire tap does what this perk does but better and at not cost to the survivor but time, time still doing the main objective.

    This invocation comes at to great a cost for too little value. Plus it's almost useless in chase because the survivor will disturb most crows before the killer can since the killer is following the survivor most of the time. It's poorly thought out and not worth running ever since so many other perks do it WAY better

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843682#Comment_3843682

    Then that's exactly what's been happening to me! So, the spear alone won't cause any damage if I break the chain? No injury nor deep wound?

    Nothing will happen if you swing and break the chain but if you let it the survivor break it then they get damaged and deep wound

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843631#Comment_3843631

    Ok what do you mean by always let the chain break? As in shoot them but not reel them in all the way?

    Only if you can't land a hit. Let the chain break off. If you don't and swing then the survivor isn't damaged.

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