justadreampallet
justadreampallet
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@BurnedTerrormisu said:
They could make a small post with: "We are working currently on ……, because we understand the issues you guys have. Please be patient."
Going completely silent is never a good response to issues.
that would be Awsome. Just the little bit of knowledge that the community is heard
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I pay for Nintendo online already so if I am forced to pay to play a single game twice I would drop it immediately and play JoJos asbr
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@dayflare said:
Hey there Survivor Mains! Dwight main here!
I'm always going at it solo and I'm wondering what the best build is for helping my teammates win the round. My playstyle is 'hero stealth' which is stealth mixed with not being afraid to run into the chaos to help my teammates. Whether that's unhooks or switching the killer's attention to me.
The current perks I have are: Prove Thyself, Leader, Botany Knowledge, and We'll Make It
my brother in play! We got the same play style so I’m going to share what i use.
autodidact: you will heal slower at first but eventually you will be able to heal a lot faster by hitting healing skill checks. (From: Adam”
kindred: just a nice info perk for solo (free perkpebble: I forgot the name but you can use that to bait the killer away from a team mate on a gen. You also can use it to escape chase. The con is you have to stay in the terror radius to refill it. ( from: Adam)
Distortion: prevents aura reading 3 times before you need to chill in the terror radius. But luckily while chilling for distortion tokens the pebble refills as well! (From: Jeff)
Break out (I think, it’s the Jeff perk with him breaking the hook): when your rescued from hook it gets sabotaged! The killer now has one less hook and if you get hooked in a prime hook then they no longer can use that hook for I believe 2 minutes. (From: Jeff)
I would also bring a medkit and a gen perk you like if you want to be more gen focused!
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I don’t have nerf opinions so I got buffs
Trapper: let him either start with all his traps/ hold more traps/ change spawn locations to be better.
Ghostface: change the reveal to be more accurate. Make the reveal box smaller and more focused on the center along with giving more maps tall grass and small clutter for him to hide, peepholes also would be cool.
singularity: allow him to suck back cameras from a distance and sabotage the emps so they take longer to spawn -
I enjoy most of the streamers who just post comps of themselves like odz and I think his name is Slate? Other then that Mintskull and a few others who just mess around are the ones who don’t try and give advice based on their “experience on both sides” when it’s a 4:1 ratio.
Most people don’t care about actually having fun and would rather post videos of them “trolling the toxic X” when they spend half the match bullying them and then post the other side retaliating.
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@SoGo said:
Enjoying pain?
They’re doing a pinhead memorial.
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I’d say just ease up on the peddle before buying him. Wait a few weeks to see but if you truly enjoy what he is as a killer then you should play him even if he gets nerfed. I played post nerf Freddy and I loved it.
Any killer can be used in a fun way no matter how strong so if he truly is everything you wanted as a killer then snatch him up and be enjoy him as he is and if he gets nerfed enjoy him then as well.
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for once flashlights might have another use other then blinding.
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@100PercentBPMain said:
As a primary Legion main, I need to try Enduring and Dissolution on him; I know some people are reticent about Kanekis lack of lethality, but I mained old Legion when we had Dead Hard for Distance I am not afraid and I'm so amped. I haven't been this excited by a new ptb killer since Vecna
I'd say an aura build for a basic answer but I feel like a action speed build would rock.
Faster pickups, kicks, pallet breaks, and things like that would be great with how mobile he is so you can constantly be searching/chasing.
is say throw in a aura perk like bbq with 3 action buff perks to find the next survivor quickly
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It was a quick fix so crows eye isn't a good for survivors. Made a map killers are better on so they can take time with an eyrie rework.
Most of the map problems come from the color in my eyes so if they just redesign that it would be about better
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while I am glad they are diversifying the horror range I do hope they don’t stray too far from the horror.
I don’t mind what they add as long as you can make a logical argument for it being horror. Vecna being one of the least direct horror charecters still fits if you know the lore.
I will only complain if I feel like something isn’t horror like if they added Dio from JoJo.But charecters like the Ghoul and a Fnaf guy I’m excited for cause it’s new and bring a fresh air to dbd.
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Please don't forget servers are an issue. Also bugs are expected with something that hasn't been tried before. The reason m1 killers don't normally have as much issues is cause their powers are simpler.
The devs look like they tried their best and they can't catch every bug.
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@HerInfernalMajesty said:
https://us.v-cdn.net/6030815/uploads/VIKNW2Y9VAXL/img-0620.png
I’m sorry for talking during the movie!… Please!… No…. NOOOOO!!!!!!! 😱😱😱….. 💀
🥀
"I have such sights to show you. The door. Quiet please."
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@HPhoenix said:
I have a perk build that is heavy on stealth.
"Clown's house of jumpscares!"
Lary's offering:Tinkerres, Hex: Plaything, unforseen, and Dark Devotion.
But do I get jumpscares? Of course!That would be a nightmare at night. The clown pooping up or off no where would make my jump out of my skin
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@Linkdouken said:
The one I don't like is Ghostface because it's so quick for him to mark and the reveal mechanic is messy (although sometimes beneficial)
the reveal should be worked on a bit tbh to make it more fair for both sides.
Kinda ruins the jumpscare when you hear his sound playing in an open area. -
@Spare_Them_Mori_Me said:
My unpopular opinion is Trapper outshines most killers.
First time I played him I got a 4k. He is the best killer if played right on a good map.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891445#Comment_3891445
It's nice that Killers have the luxury to practice anytime in custom games. Survivors don't have that. They'd have to have a friend play as the Killer, but not everyone has friends to play with. I'd love to have a friend help me practice against Pyramid Head, because I can't loop that guy for ####.
But then again, even if they did practice against a certain Killer played by a friend, that same Killer played by other players can have an entirely different playstyle and throw anything they might have learned out the window.
I've gone on plenty of loss streaks in MMR hell, and 90% of those matches had nothing to do with me.
And this is another factor. How can Survivors improve if they're constantly getting dragged down by their teammates? It doesn't matter how skilled they are, 90% of the time they'll get matched with bad teammates. When that happens, your skill will mean nothing.
I forgot to include that yea, teammates suck sometimes.
But a practice mode like in MK where you can script a charecter tk do something (loop this tile, vault here, use this attack) would be so helpful so people can lean counters easier
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@HerInfernalMajesty said:
What are some of your favorite Survivor descriptions? The introduction text on the Survivor select screen makes them sound so legendary, it’s incredible.
Like for Cheryl it’s, “Cheryl Mason is a young veteran of terror, emboldening both herself and her team.” Wow, that inspires deep respect right off the bat.
Or Vittorio, “Vittorio has endlessly wandered through the fog attempting to learn its secrets, for ages.” I just imagine this mystical traveler emerging from mist. It’s like stuff of legends.
Haddie, “Haddie is a brave and determined podcaster with the ability to see and feel places of great suffering she calls Overlaps” To be this in-tune and clued in to actually see supernatural stuff while retaining your bravery blows my mind.
These descriptions make the Survivors sound like superheroes. It’s phenomenal.
It’s easy to fall in love with Killer design, story, essence etc. but these Survivor descriptions almost exalt (some of them) as agents of light. I just really love how Behavior gives Survivors their own fulfilling showcase.
What descriptions resonate with you? Which are your favorite? And why?
Jeff Johansen
is a quiet artist with a heart of gold, standing steadfast against impossible odds. He has a dark past but led a quiet, simple life until his father passed, leaving things to sort out.
He is the definition of the guy you want in your corner -
@bleep275 said:
I love playing a stealth nemesis because of his loud af footsteps. its so funny to me. I like to go on midwhich so they dont know if the footsteps are above, below, or next to em.
I didn’t know his stomps were so loud. I love midwich as a map but didn’t know everyone could hear me from out in the boondocks.
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Fixed it
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I love midwich as both killer and survivor. On killer it doesn’t feel like I’m walking to Timbuktu to check a generator and as survivor it feels like a horror game again.
however I really hate the stranger things and toba landing map. Toba looks like a 3d Jackson pollick painting and the stranger things map has annoying room design and the upstairs sucks to get people to hooks of they have boil over, or someone sabo’s/hook doesn’t spawn on the stairs. -
@Reckall said:
A Backrooms-type chapter would be cool, mostly because the concept of "liminal spaces" (look it up, it is on Wikipedia) is not tied to a specific generation.
I would love an "Infinite IKEA" map. Of course it would not be infinite (and not IKEA…) but there are many games with maps where you go from one side to the opposite, like in a cylinder or a sphere
I’d say they could make it “infinite” by designing the map like pac-man. Have like 1-2 halls on the edge of the map that link to the other edge so you can theoretically go forever.
however they have to be marked so you don’t end up getting completely lost. Or having landmarks to signify where you are.I would like to see the devs make it so there are 3-4 versions of the map so every time you load in you can’t just rely entirely on memory on how its layed out.
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@Wibwob said:
Personally, I haven't seen nearly enough Bubba or Ghostface lately. Executioner's also pretty fun for how little I see him. Would happily take a few less Spirits though, and Nemesis is fun but kind of everywhere lately.
you see people wanting these killers but people don’t want to take the initiative to play them.
And I think we need more Vecna, pyramid head, and ghostface players.
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@Prometheus1092 said:
Recently I have been soloq and firstly there has been minimal issues with slugging or tunneling. But I have noticed that literally no one will do gens. My last match I did 4 gens on my own while the other 3 survivors were doing who knows what. What makes it confusing is they all had tool boxes, possibly try to sabo the hooks? But every match is the same tonight, if I don't do gens then killer ends up 4k at 5gen because no one will touch gens. Why can't I get matches like this as killer lol instead I get swf constantly that not only do gens but they do them pretty efficiently.
I have tried getting some sort of explanation for this and all I have been told is "gens are boring". Fair enough it's not exactly thrilling gameplay sitting on a gen but that's the objective of the survivor so if people refuse to do them then is there any wonder why so many killers are steamrolling soloq? The only thing that survivors seems to want to do is get chased (but not twice in a row because that's tunneling).
Maybe make gens more challenging somehow so people wouldn't be so bored they refuse to do them? Maybe more soloq would end up escaping. I was thinking maybe making gen times shorter but when swf smash the gens they go fast enough as it is. Is this a common thing for people to avoid gens in soloq or is it just my matches?
I see this when I play killer. While I do notice that most people will be on gens there is always the occasional person who thinks it’s more fun to chase the killer or run around like a headless chicken instead of doing the objective of the role they chose.
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@justadreampallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/438065/dbd-hot-takes
- The game is as balanced as it can get with how divided the community is.
- Ghost face is well balenced but they need to do some touch ups so he can’t be kicked out of stealth so easy.
- Iri killer add ons shouldn’t be the strongest but should change a fundamental part of the kit. (Trappers stone, or make Pyramid heads ranged leave a X second trail of torment.) it would make them something unique and worth having such a rarity.
- Stealth survivor isn’t a problem but the people running it should play support so they can in ways other then chase
- the toxic behavior in the games are not even close to as prevalent as people make it out to be. You remember more matches that had slugging, tunneling, or with bully squads, cause your brain remembers bad matches more often then good matches cause your brain evolved to keep you safe by reminding you of bad experiences.
- Releasing 2-3 chapters a year will be the healthiest change. Give them 1-2 chapters for visceral skins, bug fixes, QoL, and add on reworks.
forgot to mention we NEED shirtless Jeff.
This is not a request but a Requirement.And he better not get a 6 pack, let the man he his dad bod self.
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@ChurchofPig said:
I was curious, what are some of the hot takes that the community has on dbd? I feel like everyone has them and I definitely know I have a couple. Like mine are:
- Nemesis is well adapted into dbd, people just don't like it because they like the image of Nemesis with a flamethrower better. He's killed more people with his tentacle though.
- Map offerings can have a place in dbd, but they need to be reworked, it should not be a guarantee (map offerings are an opinion of mine that have changed a lot over time).
- There is no permanent solution to the grind in dbd or map balance
- Lithe is not the most brain dead exhaustion perk, it's Sprint Burst, the only reason people think it's Lithe is because the requirement to vault makes you feel like you did something and it granted you a nice reward
- Original Chapters are better than Licenses and the fact that the game needs licenses to stay alive is sad
- dbd is in it's best state now in terms of balance and the only reason people think differently is because of the nostalgia of older dbd
- There is no excuse for all original killers to not have unique lobby, chase, and terror radii themes, the excuse should be a license only thing, seriously there's only 4 original killers that don't have all 3 and that's Trapper, Wraith, Huntress, and Plague and actually if they just gave those killer the themes, it might convince some of the harder to convince license holders to allow special themes for their killers
- Since so many killers at this point either have an obvious tell or unique music, unique hooks should also make a return since their main reason for disappearing after like 3 major patches was because it would give away the killer before seeing them, but that's 99% of killers nowadays anyways with the amount of hud elements and other items that spawn
- The devs shouldn't announce things months or even a year in advance, the amount of hype the announcement gave will be gone by the time whatever it is (give it a cosmetic collaboration, dlc, or whatnot), the only exception is for dlc but only if it's the actual next dlc to drop, if it's not, save it, if you can't tell us what the next dlc is, I don't want to know what's 2, 3, 4 chapters down the line (looking at you FNAF)
- Speaking of FNAF, this might just be a fear, but I think it'll be the worst thing to happen to dbd, whenever dbd has massive releases like that, the game breaks BAD, and FNAF is by far the largest thing to ever come to dbd and I don't think with how the devs are now in terms of length of time to fix bugs as just one reason, that we are ready for what's going to happen with FNAF
Now I'm curious what some of your hot takes are
- The game is as balanced as it can get with how divided the community is.
- Ghost face is well balenced but they need to do some touch ups so he can’t be kicked out of stealth so easy.
- Iri killer add ons shouldn’t be the strongest but should change a fundamental part of the kit. (Trappers stone, or make Pyramid heads ranged leave a X second trail of torment.) it would make them something unique and worth having such a rarity.
- Stealth survivor isn’t a problem but the people running it should play support so they can in ways other then chase
- the toxic behavior in the games are not even close to as prevalent as people make it out to be. You remember more matches that had slugging, tunneling, or with bully squads, cause your brain remembers bad matches more often then good matches cause your brain evolved to keep you safe by reminding you of bad experiences.
- Releasing 2-3 chapters a year will be the healthiest change. Give them 1-2 chapters for visceral skins, bug fixes, QoL, and add on reworks.
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@angel_pellegrino said:
I feel like the changes to Wake Up have awakened some of the debate around players who hide a lot during the match, which in turn leads to their teammates getting killed off sooner. Personally, I just never had any talent for stealth in this game. It feels like the killer is always five steps away from me and I can't even fart in the wind without the killer making an immediate beeline for me from across the map....
Outside of some players doing challenges, I feel like some of what happens is that when people first start playing the game, they find looping extremely difficult, if not impossible, and so they adapt the "rat lifestyle" to be able to last in matches longer. It makes sense, because if you avoid the killer most of the game, you stand a pretty chance of not going into the endgame collapse on death hook. The problem is that while you're hiding in lockers and creeping stealthily away into some bushes, the killer is busy hooking all your teammates. And other teammates are having to go for the unhook, opening THEM up to be targeted by the killer.
Of course, just like with slugging or tunneling, I think an argument can be made that stealth does have a place in the game. Especially when it gets down to the final gens and it's a patrol heavy killer who is playing a solid game. But I think it works better if the whole team is using stealth on and off, and not just that one person. Because I think we've all had that game where everybody is getting hooked left and right except for that one survivor, who somehow manages to never get chased at all.
Of course if I'm dead and everybody else is dead, and that one sole survivor who played stealthily gets the hatch or escapes, I guess according to the game and the MMR, that really does make them the better player. Not that it means I'm not going to quietly mumble under my breath as I log out of DBD for the rest of the day. Because I am. LOL.
I am one of those stealthy survivors but I try my best to play the support role as well. I take healing and distraction perks (pebble and Adam’s healing perk) cause I can’t loop at all. I figured playing stealth and doing all the small things to make the team better would help more then me getting hooked and taking people off gens.
However I will take chase if the team needs it. I’m not going to hide in a bush for the entire game.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878596#Comment_3878596
I thought I as the only one. I just don't really enjoy 2v8.
The exception is I kinda like Lights Out, I genuinely like DBD hardcore. But even I admit my baby Dredge shouldn't be allowed in that mode.This isn't bait. I would genuinely rather a month of Lights Out versus 2v8 ever again.
lights out rocks but it does need some tweaks.
But if they find a way to add dredge and other more horror focused charecters I would play dbd nonstop the entire time.
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@SoGo said:
I WISH there would be other game modes.
Lights Out overstayed it's welcome.
Chaos Shuffle stayed the same for the 3rd time and it's starting to get really repetitive.
And 2v8 is coming for the third time in a span of a year.
Anyway, Hide and Seek mode when?
lights out was meant to be the hide and seek mode. Unfortunately it was not done correctly.
I think it could be fun if they tweaked a few things to keep the darkness but still make it fair.
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@OnryosTapeRentals said:
I see Chaos Shuffle has started and decide to hop on after a week break from DbD. And how do my first two games of the modifier go?
https://us.v-cdn.net/6030815/uploads/OFL853H4RLYM/image.png
Get matched against the same slugging Pinhead twice in a row. Like come on. Why are some of y'all SO determined to be as miserable as possible? And for those who'll come in and say they're just using it as a strategy or some other nonsense, no they aren't. Obviously I can't show it here, but their username was a taunt that made it 100% clear they're doing this to annoy everyone.
I'm so done playing survivor during events. Sick and tired of being treated as a prop to be pushed around by disgruntled killers.
this is why I stick to normal queue dueling events. I’m chilling as Pyramid head with the normal survivors.
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Executioner: always return to hook for torment on 2 survivors
The only time most people do this is if they decide to unhook right infront of you or when your like 20 feet away
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@Dipper said:
I have it so often that a knight just tunnels a player until they get chased by one of his guards, the guard hits the player and the Knight just gets the down basically for free with no cooldown. An endurance effect for like 1-2 seconds to actually benefit from the speed boost you get on damage would be much more balanced than it is now
he’s suffered enough. Just let him have the double tap. Please I’m begging he sucks so much rn
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@Halloulle said:
If it's a high enough number I could get behind this; to alleviate the most extreme cases (similar to how the eight kicks limit on gens is really only dealing with the most extreme cases of three genning).
If it's mostly about QoL I'd also say it FL saves would still have to be possible. - And it should be a per-surv basis; just because annoying Surv X is all about perma-blinding the killer Surv Y shouldn't be punished for Surv X's behaviour.
I'd say the charges on the FL would normally put that kinda limit on FLs naturally, but between various looting and recharge perks, I can see how it turns into more or less infinite FL, so an additional mechanic might make sense to ensure some kind of "hard cap" that used to be built in via charges.
the hard part about making it a by survivor number is that person X could just be an annoying solo player and Y can be a chill solo player, or x And Y could both be annoying and they just take turns to keep the killer blinded.
I’d say a good middle point would be something like having 2 build ups so after Suvivor X builds the killer blind to 100%, Survivor Y starts his buildup at ~50% so they can still get a pallet blind or a flashy save.
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@shadow_V said:
Simple. It's called LIGHTBORN
prestiging a killer to get one perk shouldnt be the answer to a problem people face at all levels. Saying “just use lightborn” to someone who only has 1 or 2 prestige’s or someone who doesn’t play Billy isn’t fair. Perks should help but not be the only reliable counter.
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@vol4r said:
I get it, you're getting frustrated because someone uses game mechanics that you are not very familiar with, but instead of proposing to nerf those you should be learning how to go against it.
Everything comes with the experience, I can tell you as a 9k hour player. Might be hard at first, but you will get there. Ain't no bully squads scary if you learn to deal with them.
I always hope i get those people, it's easier to win.
A: I don’t think flashlights or flashbangs should be nerfed. They are great tools. I just think that implementing a feature where blinding is less effective when chained would help new players and stop bully squads from being able to get as much pressure on the killer.
B: I know once you do anything to a bully squad they become light work but I’d much rather play a match where my skill is the reason I win and not because I’m sweating.
I will say it is fun to watch them give up when they lose.
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@vol4r said:
Look down or up for chain blinds, problem solved.
This doesn’t fix it, it just mitigates the effect. You still can’t see where the survivor is, you can’t see what’s ahead of you, and you have to rely entirely on your muscle memory to navigate. The only real difference is that you can choose when to end it and you get to look at your toes
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@100PercentBPMain said:
Killers do it to troll because they don't have anybody to bully irl so they take it out on people here cuz they know they can't fight back.
I think its time to bring back Dead Hard for distance. Maybe that'll make people humble
having one side be toxic and fixing it with more toxic things is like having an arsonist try putting out a fire.
I’d say have a base unbreakable after so long on the ground would be better.
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@UknownShredder said:
When you learn how to play you seldomly get blinded.
I know how to play while blinded and I applaud the survivor for pulling off a good blind. I’m talking about chain blinding like 3-6 times back to back. Playing the game without being able to see the game is surprisingly hard dont’cha know. I’m not calling for flashlight nerfs, just a slow build for immunity so survivors can still blind but not to the point where it becomes a problem
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@Oputeeva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865818#Comment_3865818
You killer have tons of anti-loop stuff I don't see any problem with a flashy squad
If the killer is stunned for 15-20+ seconds without anything to do about it and you respond with “killers have antiloop” it is basically saying survivors don’t need anti slug because they can gen rush.
The game is meant to be fun so giving small buffs that won’t effect the average player to help when the rare person comes up isn’t a problem.
reducing the ability to blind the killer after x amount of blinds in x amount of time is a good idea.And I don’t know if you are going to say something about how slugging is more prevalent then blind squads but I also agree that slugging needs to be addressed I just don’t have a solution.
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@Iron_Cutlass said:
Flashlights already have limited charges, they will eventually run out.
yes but if you have 3-4 people they can use duration extenders and blind speed add ons to make it so they can have you locked for a good 20 or so seconds. Flashlights as an item aren’t the problem it’s the fact that survivors can have 4. I’m just proposing a buff to killers can’t be chainblinded for too long.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864854#Comment_3864854
how do killers choose the direction of chase?
So, when I say this I'm never taking about absolute, complete control. The survivor doesn't have that either.
You likely aren't going to approach a gen being worked on from anywhere other than the direction you started from, for example, although... If you really wanted to prevent a direction you could approach from a different way.
No, I'm taking about looping direction and zoning. Once you're at a loop, the killer completely determines if that loop is run clockwise or counter clockwise. Some loops are much weaker run one way.
You can also largely determine which direction the survivor has to leave a loop. Breaking a pallet on one side of the other means the survivor has to go the other way away from you. Again, not every loop, but the killer can go anywhere, the survivor is forced to run away from the killer. So yeah, if you put yourself on the far side from shack, the survivor is going to run away from you and toward shack. But if you can put yourself between the survivor and shack, specifically by half looping again, they have to run away from it.
I feel like these should be killer 101 things, but more and more I'm understanding that people are apparently blasting music, half paying attention to the game, and just following survivors exact pathing around the map.
And you're somehow missing not only footsteps, but also fast vaults and scratch marks at a bare minimum. If you run anything other than slowdown, you can also see their aura. Hell, infectious fright literally hard counters this exact scenario for you.
Honestly, I'm kind of done with this conversation entirely. Your first response literally boils down to "well, a killer barely paying attention to the game should be able to hard counter a well coordinated SWF without any specific perks or effort" and that's just not a reasonable take. It's par for the course on these forums, but not something that should be balanced around.
You're either playing casually, in which case cool: so do I. But then don't get so upset that people might sweat more than you do. My attitude is if they want it so badly then so be it, I don't pretend to be the best DbD player to ever draw breath. (Although to read some of the things on these forums, I'm apparently a god at this game)
But if you're actually wanting to win, then you should start with taking the headphones off and playing seriously. Not arguing that your opponent forced you to put both hands on the computer to play.
my bad on misinterpreting what you meant. I assumed you meant that killer could control the entire chase but your right. My bad
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@exDbd said:
exactly what the title says. I’ve encountered almost every game where the killer has 200+ ping and the hit boxes have been out of this world. DBD this needs to be bannable as this is an exploit by making the server work to their advantage, please look into this. No wonder no one is having fun but the killers lately.
A: as killer you can be hit by pallets from 3 yards away and miss shots when they are right in front of you
B: having people kicked for having over 100 ping is suck a bad idea. I play switch out in the boonies so that would mean the game I sunk so much money into wouldn’t let me play. -
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864765#Comment_3864765
Even with coordination, the killer determines direction of chase and can zone survivors. The extra person lurking still has to follow the chase in your invented scenario here.
But I gotta admit, I wasn't expecting "I only half pay attention to the game" as some kind of argument. Really kind of makes my point for me when people want to half pay attention and just expect the devs to nerf for them anything that gives them any kind of resistance.
how do killers choose the direction of chase? I get killers with zoning powers but that’s a small part of the game. Survivors lead the chase anyway they want, I don’t think I’d be bringing the survivor to shack if I could.
and yea me listening to music isn’t the best example but most people will not be able to discern 2 seperate footsteps when they are focusing on the chase. Even when I am fully focused on the game It’s hard to see another survivor waiting for the blind behind a wall that I can’t see through.I’m a Vecna main so in chase I’m focusing on: what spell I should have ready to make sure I win the chase, figuring out what mind game to use, and keeping track of the survivor. Taking the time to listen if there is a second set of footsteps would take away from me doing these things.
Then if I’m in the open when I get the down then no matter what their getting the blind cause if I turn then they just run an extra few yards.
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@CursedPerson said:
I mean I wouldnt be against a tenacity of somesort but how do you implement it without becoming problematic. Does it stack with enduring, spirit fury, hubris? meaning not even pallet stuns and flashlight saves aren't safe anymore?
Having it be more of an aid then anything would be the goal. I’d say having the stun duration be unstackable so if you have it at 20% enduring would still only go 50% due to it being higher then the stun duration.
As for the other it would only work on blinds so pallet duration would stay the same. It’s there to prevent serial blinding but not to be used to nerf the average survivor. It should be like the gen kick rework where it won’t show up unless the thing it’s meant to stop occurs.
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@AmpersandUnderscore said:
"uncounterable flash bangs"
Every time I see this it's such a huge tell. Situational awareness is a counter to this every time.
What you're really saying here is that you're going through an entire chase with a second survivor who is not just lurking nearby the whole time, but in order to keep up with that chase they have to be loud, run full bore, leave scratch marks, fast vault, and then somehow the killer didn't know they were there?
It's literally the killers job to find survivors, so if you're missing all of those indicators that's either a massive skill issue or you should try turning your monitor on and play that way instead.
they don’t need to be inside you for a save. They can coordinate that they will meet at a certain point, or the save survivor can just slow fault over pallets and keep running.
you overestimate how many killers play, personally I play with one headphone connected to the game and one to some metal so I can hear what I need to but when I’m in a chase I wouldn’t be able to hear footsteps behind me when the chase theme is playing, I’m focused on the person ahead, or I am just having fun and not sweating to get the 4k.
relying on hearing to counter something is not fair to people who want to chill and listen to music while they play or people who are hard of hearing. -
@MechWarrior3 said:
Hillybilly is free. There is no buying this ole perk friend.
yea but the grind to prestige him sucks if you don’t play him at all. Having to grind for a perk for one specific play style sucks for both sides. We need to get the devs to do something about the uncounterable flashbangs soon.
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@Prometheus1092 said:
For me... killer side its gen speeds. I feel they fly too fast especially on some maps where they are so big it's very difficult to maintain map pressure. It's a race to get as many out before gens get complete which often results in the need to tunnel as I don't have time to spread hooks between survivors. I tried regress perks to slow things down but the gens still fly too fast. I think either base gen speed should be slower or regress perks should be buffed.
For survivor it's matchmaking in soloq/no coms. Swf have the advantage of coms to coordinate but soloq doesn't have that so when I'm teamed up with low skill survivors and no way of telling them "don't go for save, killer is camping so just do gens" they go for the save at the wrong times and end up getting me or themselves killed. I'd love to get a heads up about a camping killer from my team mate that is on hook too. I don't think there is a solution to that other than provide coms base kit for all survivors. Maybe if the game worked on getting soloq to a similar place swf is then it would be easier to sort out game balance. As it stands its impossible to get true balance because killers need to keep you with the swf teams which means soloq players generally get stomped.
for killer: I’d say doing a gen speed nerf wouldn’t work by itself. Sure the theatre will feel better but midwich will be much worse. Having the speed be map dependent where large maps take longer then small maps to complete a gen would help this out a lot.
for survivor: I’d say something like a quick chat could help so much. Bind it to a key we don’t use yet and have 4 options depending on what you’re doing. While hooked you could have “rescue is safe.” “Killer is nearby” or while looking around it could be “help me with this gen” “let’s split up”. That and some basic callouts or directional audio for where you are if you are being chased by the killer. -
@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858808#Comment_3858808
Everybody is going to have a different opinion on what the kill rates should be, so it's pointless to try to convince people one way or the other. The fact of the matter is that when kill rates were lower, killer numbers were way down as evidenced by the extremely long survivor queue times that we had. BHVR have decided that the sweet spot for balancing the number of killer players vs. survivor players in queues is a ~60% kill rate. If you don't like it, then I don't know what else to tell you other than 1) play a different game; 2) play in a SWF team where you get an unfair advantage from comms and your escape rate will increase; or 3) play a customer match against bot killers if you want to escape more frequently.
Unlike many who are complaining about the survivor experience, I actually play killer a good % of the time so I know what happens to the killer experience when the survivor side gets overly buffed. You get exactly what has actually happened at certain points in the game's history when nobody wanted to play killer. Survivor-only players often forget that there is a human being on the other side of the screen who also wants to have an enjoyable experience on a level playing field.
I know that survivor, especially solo queue, can be a miserable experience but it's not because killers are OP. It's because matchmaking is non-existent and unless you're playing in a full 4-man SWF, you're getting matched with other people on a completely random basis with no regard whatsoever for skill level. I have well over 2,000 hours in the game and literally every day I play, I will get thrown into lobbies with brand new players and it's not because of a lobby backfill. This is the real issue that needs to be dealt with, not survivor vs. killer balance. My solo queue matches with teammates who know what they are doing are usually pretty competitive and enjoyable.
this is something that had bothered me for a while too. Killer games range from “this was the easiest match ever” to “I want to quit this game” with some in between.
When you go against a few people who started and get 3-4k each game instead of getting people who are around your skill level you get the ttv’s who use “making the killer quit with my insane blinding build” or the swf’s who don’t know the meaning of having fun.
I want to have fun as killer, and by that I mean having the game be hard yet fair enough where I can recognize my mistakes and improve. I want the same feeling as a Souls game where I can look back and say “oh, I should’ve moonwalked to hide my stain.” Or “if I used flight of the damned then I would’ve gotten a down.”
This should be the case for both sides, where you can learn from your mistakes and get better because of them. When your getting people too strong or to weak, people who use tactics where you can’t improve (slugging, blinding parties etc.) you can’t improve your play style so you have fun.
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@CountOfTheFog said:
I just can't with this cosmetic lol 😆
I have not seen it in a while but I literally started lobby dodging over it.
Every single time I get someone wearing this in SoloQ, they come running up to a Generator I'm working on before the Killer is revealed and I think Jeff is Myers and I blow up the Generator 😆
It literally jump scares 😱 me like a Killer would.
Does anyone else have this experience with this or any other survivor cosmetics?
https://us.v-cdn.net/6030815/uploads/XKCI91H2YJHL/screenshot-20241216-011557-chrome.jpg
that’s just Corpse paint. Very popular in the Black metal scene. Trust me when I say people who wear corpse paint will most likely have the joy of a puppy. Normally those Jeff’s are the nicest players you will ever meet. Give them a boop as you would a pig
-sincerely a corpse paint loving Jeff
