kit_mason
kit_mason
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903929#Comment_3903929
Well it would be up the BHVR to demonstrate that those maps are indeed unbalanced, if they really are.
What if you are wrong then, what if the map is just about as balanced as any other? Just destroy them anyway?I'm not wrong, generally.
- Badham variants are all famously incredibly survivor sided. Making them less common (especially given there were five of them) is a good thing, imo.
- Ormond variants both have issues with gen spreads that lead to uninteractive gameplay.
- Most Macmillan variants make for maps with problems, especially their size and their tile layouts (although that might be more or less true now that tile logic is busted).
You could argue I am wrong about select variants (Suffo 2 I think is fine but Suffo 1 is also mostly fine tbh, Sanctum of Wrath makes a generally balanced map worse but not in any super egregious way, I literally could not care less about Family Residence II so no opinion there) but on the whole, I think this was the right play for game health. Most of the variants removed were a net detriment in quality. This lets BHVR focus their map balancing efforts on just one map, rather than a map and 1-4 extra shuffled around versions of that map.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903913#Comment_3903913
So the logic you are working from here is, BHVR is working too slowly regarding balance of the Maps, and since that is unacceptable to you and that Map Variants seem to be the worst offenders, just delete them?
Like they are like 100s of hours of work from the Map Team and you don't even fix the problem of the speed at which rebalance occurs, we will get more maps next year and those maps will be balanced equally slow.
Dont you think there is a better way to approach this problem then if you dont really solve the core issues and just burn some maps?
The logic I am working on here is that I would prefer the maps cease to exist rather than believing that they will be meaningfully improved in the rest of this game's lifespan.
Besides. It's not like BHVR can't still fix maps. Badham may only have 1 variant but that 1 variant still needs fixing.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903811#Comment_3903811
If The Ormonds variants truly encouraged 3-genning, then matches on those maps should should end significantly more in such a stalemate. That is at least testable, and then we could spread those Gens out more, Agree?
The issue with this is the speed at which these changes occur. We get maybe one map retune every 4-6 months.
I don't really wanna wait 2-3 years to have a map setup thats passable whilst those maps spend those years being an ever-present issue.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903718#Comment_3903718
What do you mean with:
"Theyre not suddenly going to remove 3 coldwind maps "Look ingame, they are GONE. POOF.
https://us.v-cdn.net/6030815/uploads/ADKP2GN6EBPS/image.png
2 Ormond Variants DEAD, ceased to be.
Both of these Ormond variants encouraged holding 4 gens because their gen spreads were tipped towards 3 or 4 around main.
It's good that they're gone, because neither of them encouraged interaction between the two sides.
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They should keep variants if:
- Theyre clearly marked (like Badham variants were)
- They maintain a semblance of quality - a lot of them didn't, which was the listed reason for their removal. -
Huge, huge improvement. Most variants were not that fun, especially Ormond's new variants, which both deeply suffered from subpar gen placement logic.
Hopefully if they do ever return they'll recieve some more care for quality.
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Trickster. I find him really boring on both sides.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903381#Comment_3903381
while i agree that maps are a huge issue atm. (also the image above doesnt show how many gens were left etc for all we know the yui couldve offed herself onhook)
[dark souls font] GOALPOSTS MOVED
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903350#Comment_3903350
Would that little experiment not just prove that those maps are unbalanced? In order to make the point you want to here, wouldn't you have to pick a neutral map to show that the killer needs slowdown?
I mean they dont actually want to prove anything, they just want to hope that nobody takes them up on said experiment and even then have an out to move the goalposts if someone does and is successful.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903377#Comment_3903377
The general consensus about that is "We don't care, but if it somehow gets you banned no one is going to help you."
sweet ty
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903164#Comment_3903164
if this was true then you try and play a lower tier killer (for example hag) on badham eyrie swamp garden of joy against same level survivors. (you might get noob lobbies but i for sure dont)
You'll of course have to trust me that it was on Backwater Swamp - it was Pale Rose, I assure you - but sure! What now?
(also im p sure its fine to post pics with custom icons for the killer power, right? content creators use em all the time, like with the blank icons for hens' guess the perk challenge, but hey! if any mods dont want me posting pics with that do let me know)
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@XDgamer018 said:
its not balanced imo simply bc as killer your FORCED to run slowdown if you want to win (with all killers)
This hasn't been true in a long time. Slowdown makes it a hell of a lot easier (and stacking slowdowns encroaches on boring for a lot of the cast for me) but it's by no means necessary. Plenty of pub survivors make more than enough mistakes to win with the time gens take normally.
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@Nomade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903095#Comment_3903095
Killers haven't gotten a single good killer perk in such a long time and even when we do they are nerfed allmost instantly. Seriously, the last actually good killer perk was Weave Attunement and that was 9 months ago. How long did it take for that to get nerfed? A couple of weeks or less? Meanwhile Shoulder the Burden has been out for what, 6+ months and still has not been nerfed despite even some survivor mains saying its bad for the game? There is a clear difference between how the devs treat killer players and how they treat survivor players and not only is it not fair but it is kind of sickening how so many people just turn a blind eye to it.
Wretched Fate is solid especially with penti in creating lose loses, Leverage got reworked and its great now, Nothing But Misery is looking to be a very solid pick on M1s like Clown and Singularity that can take huge advantage of speed differences, None Are Free has use cases in endgame builds - niche, but not bad by any means, Jagged Compass is excellent especially on teleporters like Freddy or Dredge that can immediately follow up on the info, or Gift of Pain users like [checks notes] every single killer in the game.
Do I think Shoulder is too good? Probably, although I haven't ever had it lose me a match. Then again, I 8 hook most matches anyway intentionally so I guess it's not a perk targeting my playstyle. Do I think Survivors have been getting solid perks for a good bit? Sure, although they have some real duds in there too - Treacherous Crows' best use case is as a filler for when you dont wanna run an empty perk slot.
But to say that killers don't get any "good" perks is blatantly untrue, unless your bar for good perks starts at Grim Embrace.
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I think she needs a lot of bugfixes and also a fair bit of reining in to make missing with her power a punish. As it stands, she's not really slowed down or held back by using her power poorly, because the devs needed to remove all of that punishment to make the bugs less of a pain. This lack of punishment means all Houndmasters feel identical to one another, there's very little room for skill expression as it stands.
Once they fix the bugs and bring her down to a reasonable level of strength (and reintroduce a good amount of skill expression) though? I'd love to commit some more time to learning her, the release week was a lot of fun learning how to make her power work.
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@SaltyNooty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902592#Comment_3902592
You see, the thing about everything you listed doesn't come down to the killer characters themselves; it comes down to the people PLAYING those killers.
All of those killers weren't meant or made with the intention to be "Anti-loop", they were made with the goal to get survivors to think outside the box and force another type of gameplay. (By your own admission.)
it was Players that saw the potential of being downright oppressive and made it mainstream knowledge about how Knight can down a survivor at a tile by having them caught by his power and then intercepting them moments after getting hit.
it was Players who saw the potential of Skull Merchant being the ultimate 3 Genner and made it mainstream knowledge.
It was Players who saw the DISGUSTING potential in HAG to be the most OBNOXIOUS killer and place traps at hooks rather than at a loop or a gen. (Hag is honestly not a good point to use considering i haven't had a problem with her since 2020, lol; but you get the gist.)
It was Players who saw the potential in LEGION to easily get Thanaphobia stacks and slow the game down IMMENSELY. (Which is the reason why Thanaphobia has been nerfed and reworked as many times as it has.)
It was Players who saw the potential in Twins to make them THE MOST OBNOXIOUS killer to date and use Charlotte to body block players while victor runs around the gremlin he is, revealing survivor locations by his growls; or even an extremely powerful slugging/camping duo.
It really has nothing to do with the killers and their powers, it has alot to do with players having zero moral code and choosing to play in ways that no doubtly will piss other people off, lmao.
(And yes, the same can be said for survivors; but this topic isn't about that.)Sure, but are players not going to be playing these new killers?
Or do you have some incredible way to force etiquette on a playerbase that is going to do what it takes to win 90% of the time?
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@SummerBBQDwight said:
Dash, range, Dash, range, dash, range, Dash, range, dash, range, anti-loop, anti-loop, anti-loop,...
Can we get like more trapper type killers? Set up killers? Something that doesnt counter loops and have distance? We need more trapper killers, we need more than you dash, you can't loop or I go fast powers.
If they can make a design for a area denial/zoner killer that the playerbase doesn't immediately despise, sure. It'd be nice to have more diversity.
But that's only happened on very infrequent occasions. Artist comes to mind as somewhat the only example. Trapper maybe you could count but I think that's bc he's super weak, not bc he's actually engaging to vs.
They make what people like to play and vs, bc people constantly whining about a killer sucks to manage for BHVR. SM and Trickster taught them that one for sure.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902688#Comment_3902688
I don't think a hostage situation would occur, outside any other normal situations where a killer player being a real jerk would try to hold survivors as long as possible anyway. It would definitely be extremely advantageous for trapper, though, and would require a lot of teamwork and smart moves on the survivors' part. For instance. Disable trap, hold switch for 25 seconds, get off and be ready to disable the trap again.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902690#Comment_3902690
That's part of the reason I wanted to give the killer haste.
Except that the trapper can threaten the what… 45s hook with remember me? More if they kick a gen nearby? And they can break it back to 0% and then reset the trap.
I don't see a way to win that outcome mathematically.
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Can a trapper not just use this to hold survivors hostage, paired with autoopen traps, remember me, etc?
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@Alifiero said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902378#Comment_3902378
As for the voice chat in DBD, let me disagree, because many people can say a couple of phrases in English now.Example:I studied English very poorly at school, but during my time playing games, I learned to say a little bit what I want from my teammate: "Go there", "Go ahead", "follow me", "Do it..." and so on, which depends on the specifics of the game in which I play.
I may speak broken English, but they understand me.
There is a problem in the DBD game: players do not always understand who the killer is, what abilities he has. This can lead to confusion and misunderstanding in the game.
To solve this problem, we suggest adding a voice chat. It will help players to better understand each other and coordinate their actions.
Right now, the game has a problem with playing alone and in the company of friends. In a solo game, players lack coordination, and assassins play more aggressively when confronted by a group of players who in turn strangle solo players.The developers, as promised by them earlier, were supposed to implement voice chat, but they pretend that they did not talk about it. From this we can conclude that the voice chat in the game "League of Legends" will appear earlier than in "Dead by Daylight".
It will help players to better understand each other and coordinate their actions.
As I said, those who cannot use the voice chat due to limitations would not benefit from this system at all. So it would help some players.
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I'll try and deal with these one at a time. Apologies for the large post as a result.
Introduction of VOICE CHAT
Would disadvantage people in regions with a wide variety of languages spoken and groups of people that can't use voice comms without being harassed, the largest group of which being women. It would also require moderation which puts more strain on the BHVR reporting teams, increasing response times. Introduce communication tools everyone can use instead.
Set aside THE CHAPTER and release TWO CHAPTERS INSTEAD of THREE, but do it.Explain that this is done for the sake of the players
Chapters are a primary way Dead by Daylight makes money. You can explain it to the players, sure, but you would struggle to explain it to shareholders. Hell - I don't envy the job of the person that had to get the three week delays we're in now signed off on. Could you imagine cutting three whole months instead?
[Introduce a grade system that rewards] Monthly activity.You play actively, you get emblems and at the end you get BLOOD POINTS (and RAINBOW SHARDS for those who get a BONUS BLOOD RANK on the survivor or killer)
This is an existing system. The Grade System. Just not with Iri Shards.
A rated BATTLE PASS with UNIQUE REWARDS (price reduction in the blood web, Experience gain for a couple of hours, Prestige jump (which allows you to raise the prestige of the character by 5 levels but without receiving items))
The game already has one battle pass grind, why do you want to add a second one?
The table OF THE BEST PLAYERS
By playtime? All you'd end up doing is getting a preview of what afk bots are gonna get banned in the next banwave.
Sorry, but I really don't see what you're hoping to add to the game with any of this.
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It's fine - and imo fine is a perfectly okay place for a perk to be - but it is deeply "win more".
It only starts to outpace more traditional delay strategies at 6 or more hooks, at which point a killer could easily have a kill on the board and Dying Light feels unnecessary.
That's not to say I think it should scale more - it'd risk being too good in tunnel stituations if you did that, but I do think it's just very messy design for a perk to only really involve itself when the survivors are already hugely on the backfoot.
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@ManOMaker said:
As someone with P100 on 0 characters, and not even being close to any, I'm just wondering, if a player has P100 on a specific character, does that really make them qualified, or whatever, to voice their opinion/teach things about that character as an "expert?"
Not at all, no.
The new prestige system has been out for coming up on 3 years. If you did one prestige a week you'd have a p100 by now.
You also don't need to play a character you're prestiging. I've considered getting vecna to a high prestige without ever casting a spell (achievement data can show i havent ever used one) to highlight this fact, to be honest.
It can mean dedication to a character, of course, but I think a better metric of someone being considered an expert is games played and winrate averaged across many many games.
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@Retro_Gamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901815#Comment_3901815
Strong players need a mode in which they can compete in fair conditions for both sides.
Except that they can't do this in a ranked mode because the game does not create truly fair conditions ever, under any circumstances.
You are going to have a level of skill variance within ranks. This creates unfair condiitons.
You are going to be playing with people at different levels of morale within your games. This creates unfair conditions, hugely if a survivor's morale is low enough that they give up entirely.
There's gonna be an expectation difference too - some will run only the meta of meta, wanting to push the ladder as far as it will let them. Others are going to be running off-meta to try and see how far their skill alone will take them, despite a queue incentivising only the strongest of loadouts. This creates unfair conditions.
And still somewhat importantly you are going to have rng differences that will favor one side over the other.
How would they at all orchestrate this fairness? Account for all of these inconsistencies?
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@LordDeathly said:
Im trying to get use to playing killer,but it seems like every other game I'll get a SWF group who brings flash bangs/flashlights/Head on,and all these other perks to just bully the killer. I really don't enjoy facing these type of survivors,and I feel like I have to take a break from DBD everytime I go against one of these teams. How do all you killer mains deal with this?
Understand that they're trying to make you mad which is a monstrously childish reason to load into a match, and the second the game ends you'll never see any of them again.
Also, to be kinda honest? I find most "bully squads" to be solidly bad at the game? If you can catch one of them out of position they fall apart because they don't know how to play the game off-script
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If you're 100% certain you havent racked up DCs off of crashes, file a bug report.
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I still fail to see the benefit a ranked mode would serve. You're still gonna deal with differences in expectations, you're still gonna deal with sweat in both queues (people want an easy opponent all the time), you're still gonna deal with soloq problems, just now all of that is in a mode where you're given a number people would use to harass each other.
Plus, queue time goes up for everyone as we permanently split the playerbase.
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I think he's very very strong (probably second or third best killer in the game) but one of the most expressive to play as and against. Another billy main in the world is never smth I'll complain about, especially one that wants to go out of their way to learn the fun stuff.
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Yeah… arrogant sums it up really well. Nice folks do absolutely exist but they're such a rarity that it really feels like they don't.
As for accessibility, BHVR is always multiple years behind on basic accessibility tools. I hope they use this QoL focused year to give it any amount of thought, because it's ridiculous that even basic colorblind settings aren't functional in DBD.
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Question: Have you played current skull merchant?
edit: sorry. i didn't know asking questions wasn't allowed, thanks all for letting me know
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900870#Comment_3900870
depends on the killer also i want to not be limited on how many times i can regress gens since that means i can only defend the gens 8 times before i just lose
can we do the opposite and limit survivor healing to 8 times max including deep wounds? do you think that would be fun or fair to survivors?
Survivors dont set a game's tempo. Killers do.
Healing hasn't let survivors keep a killer held hostage for an hour in many, many years (since release healing buffs let you heal faster than a killer could m1). Chess strategies with heavy slowdown builds still work to this effect with the kick limit in place on killers like Singularity that are good at that strategy.
Giving survivors a win condition in the case of incredibly tight gen spreads is a good thing. I'm sorry you don't agree.
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People in Africa having to connect to Frankfurt and deal with unplayable levels of ping is unacceptable. I hope BHVR listens to your plea, sincerely.
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@Garboface said:
How do you do it? I've played 8 years and my rage quits are forcing me to search for whatever is next. The tunneltastic thrills are more prevalent than ever. Every...single...game. This is my experience the past 3 times I've played. I played 7 games in a row just now, banned 15 minutes and closed the app How is it that becomes fun? The cues are taking longer than I ever remember them being. Maybe that is why I am being thrust into matches with these "so greats"? No one else to go against for me or them? I seldom use a mic and I'm a casual player at best. I'm quite serious. How do the veterans enjoy this?
https://youtu.be/zFyaYK1PL7Q?si=RZ5IgYPR1r_VahJL
I'm maybe not as huge a veteran as most but I think I can provide a somewhat satisfactory answer.
I enjoy the act of learning in this game. I enjoy trying to win from a position that seems unwinnable- on both sides. Pretty much the only time I don't have fun in this game is when the opposing team is going out of their way to make sure I'm not having fun - constant BMing or build/playstyles designed to frustrate an opponent - the best example I can think of that I found explicitly unfun to vs was getting facecamped by a tombstone myers so he could t3 and insta-mori me when i unhooked myself, so I just have to sit and wait out the 140 seconds.
But, when I'm not having fun for extended periods - which has happened - I quit. I take a break for a few weeks or months, returning when the content seems juicy. The last time I did this was last June - I quit early on into the Anniversary Event becuase I wasn't having a good time, and only returned to play Dracula on his release in late August almost two months later.
Forcing yourself to play something that's not fun, when games are meant to be fun almost all the time, is an awful thing to do to yourself. Go take a break, play something else and come back with a refreshed mindset when you feel ready to not DC enough matches to rack up a penalty.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900438#Comment_3900438
pop is garbage since they changed how it regressed from 25% total of a gen meaning a cylinder to whatever value (i assume 25) of current value meaning even if it's a gen that's 99% you won't get much from it
surge eats through gens if you down people in the same area
eruption is unusable
the only thing that can get past regression events is ruin and that lasts 2 minutes at most
Pop assuming you kick the gen at 60% gets you to 96% of that generator when it blocks.
Do you need more than 6 gens to stand a chance? Or way more, if you're using genblock and other regression on top to hit other gens?
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900717#Comment_3900717
I think the gen-kick limit could be removed now, considering the problematic killers has been dealt with.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900777#Comment_3900777
I too agree that the finisher mori was very bad for the game. The amount of killers who leave you slugged in the end, only to go for the finisher mori pretty much ballooned overnight when it got implemented.
considering the problematic killers has been dealt with.
Singularity can still hold a 3 gen even with the kick limit in place.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900588#Comment_3900588
healthy middle ground
issue is I don't think it's possible…
even bigger issue for me, she would be highly map dependant killer, which I personally hate.
We can't playtest changes this early on so there's no way to know, meaning I'm completely happy to agree to disagree.
And sure, but I think map dependency is a much bigger problem that lies in maps themselves, as much as it's frustrating that it's a problem not being fixed quickly enough.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900555#Comment_3900555
Am I not making sense? Clearly the new power is way simpler than the old one.
Skully has several effects, but nothing really new. Those effects are already in the game with other killers.
You need to understand only two things in reality.
-she gets stealth after using drone
-bad things happen when you get detected by lasers
Core concept and counterplays are exactly same with rework, but there are more things to it.
-global detection on command is new
-drone being able to suddenly move and instantly injure you is new
-laser detection is same
-counter play (crouch and disarm) is same
Main issue is, I think this would be hated more than original Skully.
You can think of her as iri addon Pinhead. Depends on how controlling of drone is going to work it can be similar to Twins/Knight.
None of those things are popular and I don't see reason why this should be better.
My core issue is they are trying to turn her into M2 killer and remove undetectable, which are not really things I would want to happen.
I have concerns about how the ranged attack manifests - concerns that it could turn into the Pinhead Iri that injures are for sure a valid concern to bring up. But given this is a ways off I'm confident that a healthy middle ground between "pinhead chain but injure" and "basically an m1" can be found.
That's a big benefit of us having a lot of time before this comes out.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900555#Comment_3900555
Again. The haste part is bugged. Might as well not exist.
New Merchant: She places drone and these drones have invsibile scan lines but also they rotate slowly and so you need to watch the orange lights and if you get scanned then she knows you are there and she can manually move drones around and while she does that drones lose power, but she has undetectable while she is doing this and also she can shoot drones with high mobility to injure you but only if they have a lot of power and also you can try to disarm drones and if you succeed you see her aura but if you fail she gets killer instinct and also from time to time you are not allowed to move or you are revealed to her.
Doesnt sound less complicated.
I mean we can't really include bugs in this conversation. Because Merchant has major exploits right now that for fairly clear reasons aren't explained to people vsing her. I'm presuming her power functions as intended.
And- we could both sit in a circle overexplaining her new and old power for hours. Do you want to? If so, sure, we can - but I don't really care for it. I tried to keep both explanations of power somewhat brief without overdoing how brief I made it. I failed to make that clear enough, I think, but still. I think her suggested power is less complex than her current one, simply beacuse it has far fewer moving parts.
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@Rigbeta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900538#Comment_3900538
You are acting like your tone isn't one of derision and contempt. Just stop being so unpleasant.
And I was saying "It just feels crappy to the character is getting her style changed" and you immediately went on a defensive attack.
And the removal of her stealth, the transformation of her drones into being another projectile type are directly against a lot of her core concepts. That's why it feels crappy.I didn't mean for it to come across as derision. Apologies.
And I went on the defensive because I've seen what happens when I don't push back against being accused of saying something I'm not saying. It quickly spirals out of control.
I'm sure for a lot of the Merchant playerbase it does hurt to see her change so fundamentally. To be abundantly clear I'm not disagreeing on that.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900525#Comment_3900525
Her old kit had deep wounds, if you get hit while injured. Undetectable after using your power. Broken and Hindered if you get hit. The haste was bugged and most of the time didn't even work. It had a lot of parts but they were simple in practice.
Right now: What is skull merchant capable of doing?
Answer: If you get scanned you get a charge except if you get three then you get injured and broken except if youre already injured then you get deep wound also you get hindered also if you get scanned within a few seconds of the drone getting placed she gets haste (haste has no tell btw) also when she places a drone shes undetectable, also if you get scanned she can see you on her radarWith BHVR's suggestion: What is skull merchant capable of doing?
Answer: She places drones and if the drones scan you she can try and fly them into you to injure you, also if you hear a ding don't sprint or she can see you.
Am I not making sense? Clearly the new power is way simpler than the old one.
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@Rigbeta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900525#Comment_3900525
It just feels crappy to have a character who is meant to be a set-up stealthy trap user be turned into another projectile user.
Where did I say anything that spoke on this one way or the other? Stop arguing against points that I'm not making.
edit: if yall are gonna downvote at least point out where what i said in this post was wrong lmao. i literally didn't say i agreed with the changes. just that some of OPs points don't make a whole lot of sense.
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So is she confusing enough that you can't grasp what her power is or is she clear enough that you can call her a mixture of two other killers with enough certainty to angrily complain about it?
And 2 is blatantly untrue. She's currently juggling Deep Wound, Undetectable, Broken, Hinder, Haste, Killer Instinct and that's not including her power - Claw Traps, Radar Scan Time, etc. Her new kit will have two aspects - avoid scan or dodge drone and red light green light. Both can be digested and understood.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/441070/what-are-some-recent-good-bad-changes
gen kick limit is awful i came back to the game and found out it was in there now i have to sweat even harder
if you cant work with 8 regression events (which you can max value out of with perks) you kinda deserve to lose - surge is 64% of the gen, well used pops can easily clear 100% of the gen, etc etc
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I think Freddy's rework was really really well handled - he feels good both in power level and in how he feels to play.
I think for bad? The reaction to Houndmaster being buggy by buffing her. I think she's been overbuffed pretty hard and will need to be brought back in with time.
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@Oputeeva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899737#Comment_3899737
It's just 2 of them when survs have 90% bad perks
Survivors currently have 163 perks - 135 from survivors (45 survivors with 3 perks each) and 28 general perks. Given we can assume that usage rates is mostly analagous to what the community thinks is bad perks, I can scroll down the list until I find a perk I can't justify the place of and that should be our benchmark, right?
20th is Self Care, and that, on it's own, seems bad. But! 21st is Botany Knowledge, a perk that makes Self Care much more justifiable especially paired with slow, very safe play in SWFs or regions that play like that. The actual first perk on the list I cannot justify is Urban Evasion - I think it's much worse than walk speed counterparts for shift tech and getting exhaustion back quicker. Urban is, on nightlight - 45th by pick rate.
So I got ~30% of the way down the most popular perks before I found one I thought was bad. And the ones around it - Shoulder the Burden, Stake Out, Wiretap, etc - are still good. So where did this "90% bad perks" come from, out of interest?
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Agreed, I think the Search command feels frustrating to wrangle into doing what you want at the best of time, despite being a very potent traversal tool (and even having chase applications given you can lunge off the increased movespeed).
They should clean it up a little.
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Why would they give us useful stats? We just misread them intentionally to make whatever point the community is obsessed with anyway. There's basically no benefit to BHVR for giving us them.
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@Emeal said:
- Idd say 35 sec cooldown + waiting for the right moment in seconds is quite the windup for such an attack, ignoring the fact you can hear and see him selecting a spell as well as to when he holds the spell ready.
I dont think its a good idea to remove a skill expression from a Killer based on, "I just don't want to have to randomly crouch"
like you are honestly just trying to ignore and not engage with Counterplay here. Yes there are certain ranges and certain moments he can and will instantly hurt you. But every Killer has those if you refuse to engage with their counter play.Crouching as a pre-caution when after dropping a pallet is a valid counter play, you merely not wanting to do it should not be grounds to destroy that skill expression and throw an otherwise fine Killer into balance limbo for possibly many months.
I think the animation and associated sound of him swapping spells is hard to pick out amongst the million other visuals and sounds of maps and chases and my survivor making injured noises and chase music, especially given he could be swapping to other spells and the voice line that gives a tell for which spell he's using just doesn't play sometimes, but I understand now that that's no excuse. My reaction time is probably just too poor.
Apologies for wasting your time.
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@eacyt said:
So ive been playing dead by daylight for years i have nearly 2 thousand hours and in my opinion range killers are extremely overpowered let me explain. So as a survivor your objective is to do generators and loop the killer so in looping its all about distance right you have pallets to get the stun and gain distance on the killer, windows to gain distance on the killer, so when you get range killers like huntress for example who have multiple chances to hit you from any amount of distance so it completely makes pallets and windows obsolete like its completely overpowered, and sure you can try and dodge but it barely ever works and even then thats like the only counter thats out there, basically what im trying to say is range killers beat the whole purpose of looping for a survivor because the whole point of looping like i said is to gain distance and then you add killers that completely remove that distance factor and its just OP theres no other way to put it other than its overpowered, and it used to be not bad like 2 years ago when there were fewer range killers but the past 7 killers added have had a range attack in some way shape or form and its got to the point where i get a range killer 80% of my games and the other 20% i usually just get tunneled or slugged by a trapper who either slugs or camps basement but that actually has counters like unbreakable and stuff but for range killers there is 0 counters other than dodging. And the reason this is such a big problem for me is because its completely ruining the fun of the game for me, ive been playing for like 4 hours today every single one of my games except one has been chucky, huntress or cenobite and i lose to range killers every single time literally ever single time the whole team is dead by 2-3 gens. Like 2 years ago my winrate was probably about 50-60% nowadays its more like 20%, and this isnt the main issue but so many of the teammates i get see that its huntress or some sort of range killer and they purposely die and take all chances on hook to leave the game so please behaviour remove these killers or add some perk that can counter it or maybe nerf the range killers like huntress shouldnt have 8 hatchets or whatever it is because when im in chase it feels like i never get rewarded for getting the stun or anything because they instantly just pull up hatchet and remove all that distance i just made its just no skill asf.
so when you get range killers… …who have multiple chances to hit you from any amount of distance so it completely makes pallets and windows obsolete
It… doesn't make them obsolete becuase you can traverse them faster than the killer can, and the pallets and windows are surrounded by walls which prevent their ranged attacks from being as effective (or makes them entirely noneffective if its huntress or deathslinger whose m2 cant go through walls). These walls also limit the distance they can hit you from.
and sure you can try and dodge but it barely ever works
It. Does work? Often? Maybe your movements are too predictable?
the whole point of looping like i said is to gain distance
The point of looping is to buy time which isn't the same thing - often, strong tiles can be milked for far more than just the distance they would grant you by predropping, buying multiple turns through the tile whilst the killer (who, if it is a far-ranged killer is often 110) is forced to break the pallet or just follow you whilst you loop a window properly.
i lose to range killers every single time literally ever single time the whole team is dead by 2-3 gens. Like 2 years ago my winrate was probably about 50-60% nowadays its more like 20%
Have you tried reviewing these losses? Recording them, through whatever means your platform allows, and watching them back for your mistakes? Becuase with a winrate that low you are making mistakes. Hell - your winrate could be 100% and I'd argue you could very well still be making mistakes. Get a friend to watch them. I'm sure plenty of the bigger communities for this game have people willing to review vod footage for you as well.
I'd also ask to you play Huntress for a good few games, at least until you start losing (which I promise you will, because nobody has a 100% winrate in this game) and then watch those games back to see what the survivors beating you are doing. Report back, it'll be fun to read your thoughts on this process.
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It depends hugely on way too many factors to give a clean number.
It depends on:
- What you count as a chase. Is a Huntress training a hatchet on you from afar a chase, even though the game doesn't see it as one? Is a Myers stalking you a chase, even though he has no intention to "win" said chase?
- Which killer you're being chased by - some killers start and end chases very quickly - instadowns, killers that make you injured easily like plague or legion. And some take a while to ramp up - Nemesis is the best example of this, but killers like Trapper or Oni take some time to work their way up to their quickest downs.
- What map you're on - some maps have more to work with than others.
- What the tile logic spat out for you - tile logic is broken at the moment, so sometimes you'll get tile setups and pallet networks that just. Suck! And sometimes you'll get ones that are great for you.
- What your teammates have already used, it's possible, especially without windows, that you'll just run into a dead zone. Or, conversely, it's possible your teammates are ultra juicers and left you all the pallets in the world.
- Plenty of other factors I forgot to list.
There isn't a hard rule on what length of chase wins or loses games anyway, since way more goes into winning or losing games than just chases. You can have poor chase efficiency but great macro play and teamwork making up for the short chases, and conversely if you take amazing chases but nobody does gens you lose anyway.
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@alvinofelix said:
Just like title said, as survivor it all just reskin, but i genuinely want to know of what make you main certain survivor?
As for me, i main jake, the reason are quite simple, i play during like myers come to dbd, so 2016? 2015? And i play and main him because he is the only asian charater, since i live in Asian, and that the only reason i main him, for right now? I still main him, and because his lore/description match my personality, like like be alone.
I think Thalita is a very cool character and I like her cosmetics.
