not_requested49
not_requested49
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@RodrigoFlecha said:
Nemesis addons could be improved, making him stronger, three zombies on the map would be good and fairer and the second one for him to return after using the power, must be reduced.
There can only be 2 at a time
Technical limitations they stated iirc
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@thisislastyearsmodel said:
Yeah, playing killer right now is pretty miserable. At least if you favor the weaker ones, like I do.
I long for the days where I can play a build that isn't 4 regression perks and not go into it knowing I'll lose LOL
I guess it's same for both sides then
With bots existing knowing your every move to solo queue teammates just giving up on hook.. its a bad state the game is in rn
We can only hope Alien will save it
I'm not saying dbd is dying as a whole... but for a lot of people, it is
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@AgnyLeo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503869#Comment_3503869
Don't get me wrong, I'm not saying it's necessarily worse. And the crawling under a pallet is such, again, it's situational and usually a less than 30-second deal, which is why I marked no. It's usually not that bad anymore. But if you've tried that ptb where the Devs tried out basekit Unbreakable, people started running infectious fright to just down everyone. No one really had a chance to do gens and get chased much. It failed for a reason. If it's just a little bit of slugging, it's totally fine. But if those knock-out builds and being left on the ground for the whole 4-minute-bleed-out timer, then I don't think anyone enjoys being on the receiving end of that.
What if it's slugging while still 4 people are still alive and at least 1 is up?
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@AgnyLeo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506518#Comment_3506518
Both hook stages together are about 2 minutes until you are sacrificed, and at least you can try to escape on your first one (and sometimes you get lucky) and decide if it's worth struggling or not on the second. Bleeding someone out takes 4 minutes, and yes, people still do that. I'm not the kind of survivor to click flashlights or teabag killers for no reason. So many people do it simply as a strategy. Some even bring builds like knock out and leave you on the ground intentionally for ages, so teammates can't pick you up easily even if they wanted to... :(
I mean, isn't that what knockout is literally designed for? I would blame BHVR, not the killers for running it lol
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506602#Comment_3506602
he is right. buffing % is like buffing machine learning from 7% to 10%. the problem of the perk is consistency. boon perks are not consistent because 24 meter radius. boon lack consistency to be effective perks.
I know, I think we both agree dark theory could be buffed to 5% or 7% and would still be pretty bad, but there are others that say it would be too OP and is fine as is
Made for this is only a problem for some because it works everywhere and for unlimited duration with no prerequisites except not being exhausted
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@Clockwork_Enigma said:
The Endurance status effect is currently being abused to many degrees by the Survivor side who now have just about every type of reason to use it.
Considering that the Incapacitated status effect was just removed from Eruption for being impossible to counter and resulted in Survivors being unable to progress the game for a long amount of time, the same should be done to any perk running Endurance, as it can be impossible to counter and results in Killers being unable to progress the game for a long amount of time.
So, these are the perks that need to start being reworked due to providing degenerative playstyles that ruin the experience of players:
- Buckle Up
- Made For This
- Off the Record
- Soul Guard
- We're Gonna Live Forever
And here are my honest suggestions, which actually play into the core themes of each perk:
- Buckle Up:
- Buckle Up is reverted to its previous version.
- Buckle Up now applies the same Haste bonus to the healer as it does to the downed Survivor.
- Made For This:
- Made for This no longer applies Endurance.
- Made For This now applies a 6% vaulting speed increase.
- Off the Record:
- Off the Record no longer applies Endurance.
- Off the Record now suppresses scratch marks and pools of blood when active.
- Soul Guard:
- Soul Guard no longer applies Endurance unless Cursed.
- Soul Guard now grants you the ability to pick yourself back up from the ground after 60 seconds, or if all other Survivors are currently in the Dying State or Hooked.
- We're Gonna Live Forever:
- We're Gonna Live Forever no longer applies Endurance.
- We're Gonna Live Forever now gains a token when stunning a Killer by any means if they're chasing an injured Survivor.
- We're Gonna Live Forever now consumes 1 Token when taking a Protection Hit for another Survivor while healthy. This grants both you and the other Survivor the post-hit speed boost.
Just saying, these more balanced and thematically appropriate ideas are here on a silver platter.
That soul Guard idea should probably just be basekit tbh (I mean like 30 seconds of all Survivors being downed and not picked up)
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507344#Comment_3507344
Then dont run it.
Why would you suggest to run it then?
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@C3Tooth said:
While Im agree that a single Brown medkit can save 16sec for a teammate to do Gen was too strong, which can stack up to 12 self healing was completely broken. The current 24sec self healing is fine.
Though I feel the lack option to self healing need to be softly changed.
Suggesting adding 2 more chests (which total up to 5 chests by default), 2 of them guarantee a medkit. 10sec unlocking chest and 24sec healing for 2 extra self heal is fair for me.
Honestly, I just wish they would put more variety in the medkits
At the moment, they all don't have any change with tiers and no reason to bring anything but brown
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507146#Comment_3507146
^^ just bring pharmacy.
Pharmacy is completely terrible though..
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@Thund3rstruck57 said:
Currently the most effective playstyle is to just mindlessly project every 10 seconds, slug everyone, and proxy tunnel someone you've hit who had a tape in their hands until you can kill them (usually pretty early into the match). This isn't very engaging gameplay for either side and isn't very skill-expressive. She stomps new players and gets her power completely shut down by skilled teams that grab tapes as a shield. Here's what needs to be changed:
Get rid of the 3/4 stack everyone gets when you project to a TV. Also keep everything in full single stacks for simplicity (no fractions). Get rid of the 10 second cooldown. Bring back survivors getting a condemned stack if you skillfully project near them.
Bring back hitting a survivor with a tape only giving them 1 stack of condemned, but doesn't destroy the tape. Hooking them then gives every other survivor a stack of condemned to encourage hooking and destroys the tape. Remove holding a tape shielding you from getting stacks. Add getting picked up from the ground or wiggling free also destroys the tape to prevent tunneling.
Make old iridescent videotape basekit but reduce the window to trigger the effect to like 3 seconds after manifesting. When Onryo manifests and skillfully hits a survivor immediately like the Wraith and Spirit score events coming out of their power, they are rewarded with the siren sound and all TVs turn back on. This will allow Onryo to teleport and spread condemned more while also making it easier for survivors to return their tapes to any active TV.
Make it so Onryo can walk through dropped pallets. If she starts manifesting in a dropped pallet, she's then pushed to whichever side she's closer to. That would enhance her new chase power.
Make the killer HUD more obvious when a survivor gains a stack of condemned and when a survivor is carrying a tape. Add a unique sound effect for a survivor gaining a stack of condemned.
Finally, the condemned mechanic is too all or nothing. Give it effects at each level that stack on top of each other so each stack means something and it builds up to the mori. That way spreading stacks to multiple survivors is encouraged and they're further incentivized to grab tapes more to get rid of their stacks. Here's an example:
Stack 1: Survivor intermittently hears creepy sound effects.
Stack 2: Survivor intermittently sees a fake Onryo flicker near them (like Doctor illusions).
Stack 3: Survivor suffers from blindness.
Stack 4: Survivor suffers from oblivious.
Stack 5: Survivor suffers from exhaustion.
Stack 6: Survivor gets a small speed hinder (like 2%).
Stack 7: Survivor suffers from the exposed status effect and can be killed.
Thanks for reading! Hope it helps improve this killer in the future.
Doesn't that completely gutting her passive slowdown though?
Honestly I always thought a good suggestion would be to have condemn build up (1 stack every 30 seconds) after being within 16 meters of a powered TV (this does not stop even after leaving the area until you clear all of your stacks, in which case going within 16 meters of a powered will start the stack buildup again) this is the most thematic IMO (since looking directly at the cursed videotape to start gaining condemn stacks would be too inconsistent, especially on indoor maps) and gives good passive slowdown, I also like your ideas as well, and would be 100% willing to get rid of map wide condemn if this was added as replacement
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506240#Comment_3506240
Dark Theory could be 5% haste and people still wouldn't use it. I don't know why anyone thinks buffing Dark Theory would result in people running it.
The 2% haste isn't what makes it bad, it's that you have to find a totem (Time spent not on a gen), take the time to set up a boon (Time spent not on a gen), then to get any value from it you have to be chased within the boon's radius, and as the match progresses you either have to continually lead the killer back to the zone or move the boon.
That's a lot of effort that could be better spent working on a generator.
I mean, I probably would just for giggles and custom game shenanigans
But there are also people saying buffing it's haste would be too OP and rn it's in a good spot (i don't see how being worst boon in the game is a "good" spot)
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@Chilli_man2400 said:
Made for this is the new dead hard of dbd people have been complaining about it a lot and I’m sick of it so BHVR here’s a nerf to make the perk weaker but still strong
Made for this
Made for this activates for 20/25/30 seconds when in the injured state.
- You run 3% faster
When the time runs out you gain the exhaustion status effect for 40 seconds. Made for this cannot be used while exhausted.
I removed the endurance part cause we already have buckle up and so many endurance perks so I just cleaned it up. I made it so now the haste only lasts 30 seconds so it can’t be used permanently.
Shouldn't it be 5% or 7% faster if time limited?
Mabye then they can buff dark theory already to 3% since it's outclassed by this and clearly 3% isn't game breaking and only is when it doesn't have any requirements
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506505#Comment_3506505
i think he means to say that if it buffs base-kit in a way that he does not like it, then it is busted.... I do not think there would be any good perks in the game left with that logic.
Yeah.. when this logic does not apply to multiple perks like Botany, dark theory, resilience, wake up, sole survivor, etc... really so many
I think the only perks left that I can think of would be aura reading perks
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506516#Comment_3506516
let's say you lead a chase for 30 seconds and jump into a locker and you are on the hook for 45 seconds. this is 75 seconds of time across 3 players doing gens. for sadako to condemn you at 0 stacks to 7 stacks, you need 10 teleport's which each have 10 second cooldown which is 100 seconds. you are stalling the killer for 175 seconds. that is almost 3 minutes. 1vs1ing a killer for 3 minutes is long time in dbd. a killer that is tunneling condemn for 3 minutes should easily give a enough time for the team to complete all 5 gens. at the same time, I wonder why we are talking about being able to 1vs1 a killer in a 4vs1 game. this is like more exaggerate form of tunneling.
even if you die to tunneling condemn, the rest of your team could escape. the killer needs to get 3 or 4 kills to be victorious. the killer acquiring 1 kill is still a loss.
I wanna know where your argument against my idea is coming from tbh, is it bias because of playing as her and really not wanting her to change again? or are you just not looking at my idea from the perspective i'm highlighting? or something else?
I am just stating that other killer's have equal or stronger tunnelling capabilities then Sadako. your reducing the killer gameplay options and potentially making the ability worse in places when the killer is not tunneling.
I mean there's no official "win" or "lose" in this game tbh, it's just a community mindset
If the killer achieved whatever they wanted to do, in their eyes, it's a win since the game doesn't explicitly say "you lost" besides "the entity hungers" and the sacrificed result sound effect that the survivors get in the results screen if they fail to sacrifice or mori anyone
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@notyarbllewe said:
How excited are you all for the xenomorph coming into DbD? To be honest, after the anniversary, I was not expecting him at all.
Kinda meh for me
The mori might be cool and I'll probably still buy it just for that & new power but not really any hype from me tbh
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@AgnyLeo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503457#Comment_3503457
What makes it annoying is that there's absolutely nothing you can do if you don't have any perks to pick yourself up and teammates don't pick you up either. All you can do is hold W to crawl somewhere. So, yeah, depends on the situation if it's for like under 30 seconds, it's fine. But since there's usually nothing you can do but wait and hope, it gets boring. I don't always run meta perks because it gets boring too, and you never know which killer you're gonna get, the slugging one, the tunneling one, or the camping one.
Isn't that basically just being hooked, just longer and you can't move?
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@Nos37 said:
An alternative would be to show a death-hook indication when standing over / picking up a death-hook survivor.
Nice killers can leave them / drop them.
Tunneling killers get no extra help or info (unless a non-death hook survivor is also slugged and overlapping the tunneled survivor to try and make the pick up a 50/50, in which case the killer could wait for the death-hook indication to know they're picking up the intended target).
If they've been chasing one person the whole time, they probably will know what they look and sound like
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@AgnyLeo said:
Should killers also be able to see hook counts just like survivors, next to each survivor's name? I personally think that whoever wants to tunnel, does it anyway already. So those of us who want to play fair when there are 4 of the same survivor character players in the lobby, I won't have to struggle trying to remember which Meg was the one that was already hooked twice. Sometimes I forget I've hooked the same person twice, even if they're different, so I would like to be able to see hook stage counts but maybe they're absent for killers for a reason?
For those that voted "No", why not?, someone that's tunneling doesn't need a hook counter anyway since they aren't trying to hook anyone else
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@[Deleted User] said:
Alien or Predator hands down. I wish the polls forum was more popular. It really should be directly beside General Discussions.
Will probably be both anyway
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@Blueberry said:
The source of unfun games is making the win condition kills instead of hooks.
Who's to say everyone would follow the win condition anyway?
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506426#Comment_3506426
Thats the whole point of perks... either provide alternative abilities, or provide benefits for doing specific actions.
If a perk is pretty much a buff to basekit its a busted perk.
I don't think that second sentence actually applies for what you mean
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@CrypticGirl said:
Honestly, I would rather just have the bots removed if they're going to insist on keeping the DC penalties the way they are. I feel like the bots cause more problems than they solve, and the penalties don't really allow us to make much use of the bots anyway.
Agree tbh, I think the bots being added to public really killed the game for me with how strong they can be since they act like they can see your Aura at all times, even if you're undetectable
Most other games I don't have a huge issue with bots filling up player roles, but i think that's because they're just pretty dumbed down & is better than no one but worse than an actual player
Here, the bots are better than the player themselves which sounds like a massive improvement, but for the killer it really makes it more difficult and just destroys my desire to play when at any time someone can just DC and I'll have to face that
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@kisfenkin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506431#Comment_3506431
I know my suggestion is harsh. I think that BHVR needs to squash the idea that bots were introduced so DCs should be okay now completely. I've seen several threads on this since bots were introduced and I only rarely look at the forums.
I think if they implemented something this harsh, and work on an alternate way to deal with hook suicides, we would get rid of the people that quite simply don't actually want to play this game unless they get exactly the setup they want. Those people either need to play kill your friends, suck it up and play the game the way it is intended, or just leave the game entirely.
For those of you saying, 'oh, then the survivors that would have DCed will just hold the game hostage and work with the killer...' or the like. They cannot get away with that. These ideas are already against the rules and currently they will get you banned more strictly than a ban for DCing. I don't see them lightening the punishment for this at all if they increased the punishment on DCs.
Obviously I don't expect them to follow through with my idea. I would love it if they increased the penalty but I understand that my suggestion is the extreme. I do however hope that those selfish, entitled players that think if a match isn't exactly the one they want, then they should have unpunished DCs will realize that we don't want to play with them more than they don't want to play with us. So, they need to either change their mindset - suck it up and play, or stop queuing up for matches.
I mean yeah I agree with you but when I got to those times I couldn't help but think you were being ironic the whole time
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506426#Comment_3506426
Wait until you run into a 4 man with Unbreakable+flashlights+BU
That seems more gimmicky tbh, if they're all saving each other with flashlights and unbreakable and whatnot then there's no one doing gens
But you are right cuz I haven't faced it, UT it's also cuz I play the game less since bots were added into public matches... really kinda killed the game for me tbh
Makes no sense to punish the killer for someone else DC'ing by providing an all seeing bot that you can't mindgame except to block windows
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@jordanjustice said:
Please return Spine Chill back to the way it was before the July update. Yes, the heart indicator informs you if the killer is within a certain radius, but not as well as Spine Chill did.
Also, the main reason for Spine Chill was to see that a sneaky killer (GGF, Myers, Wraith, etc) was nearby somewhere. This heart indicator doesn't inform you of this at all. If they are in their undetectable forms, the heart icon will not appear. As such, this makes the heart indicator no where near as useful as what Spine Chill was.
Please improve the heart icon or restore Spine Chill. Honestly, for me, the game is just unplayable until this happens. Not a fan of jump scares or continuously looking over my shoulder to see if the killer is nearby. Takes all fun out of the game for me, so why play it. As such, I always had to purposely waste a perk slot on Spine Chill to make the game playable. And now, for no reason, you have taken this away.... *sigh*
Honestly with how bots can always see stealth killers, might as well and show a red stain too and/or their auras as basekit while being chased (this ignores the undetectable status effect, just as bots do)
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506059#Comment_3506059
Survivors already get terrible bloodpoints when compared to killer. No one would use this. They'd just run up to the killer and demand to be killed. Even getting bled out for four minutes would probably be more efficient than losing all of your bloodpoints and not getting many the next game.
No, trolls that dont care abt BPs would use this, especially SWF teams that would force the killer to play a bot match
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@kisfenkin said:
I disagree. I think they should increase the DC punishment. Bots should only be in matches where someone accidentally loses internet. The bots aren't there to cover a temper tantrum, but to support the players that aren't having internet problems and actually want to play the game.
They were never meant to incentivize DCs, and since this mindset is obviously something that has come up, please, BHVR, increase the DC penalty significantly to squash this idea entirely. I suggest:
1st DC 1 hour penalty
2nd DC 1 day penalty
3rd DC 1 week penalty
4th DC 1 month penalty
5th DC 1 year penalty
I can't tell if you're joking or not with these times
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/386640/remove-were-gonna-live-forever-conditions
You've identified the right problem, which is Buckle up making WGLF obsolete, but the solution to that isn't to make WGLF busted aswell.
If a perk seems weak because another perk is busted, the right solution is to nerf the busted perk, not to make a SECOND busted perk.
Reverting Buckle up would fix the issue and doesn't require a PTB.
Honestly even current buckle Up to me seems way too niche
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@Seraphor said:
So players don't grind it all out in the first day then stop playing for the remaining 2 weeks of the event.
Avoiding a drop in player count isn't just to make their figures look good, the game becomes unplayable without enough players filling queues.
Really?, I thought it was because they only work on it one page at a time
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@occult said:
every major games has emotes like Fortnite and apex and overwatch. Even dead by daylight mobile has new emotes. I really just want to have more fun on this game because emotes would be funny to dance with survivor and killers. It would make the game less toxic since we would be silly with each other🥰 y’all would also make a lot of money since I would buy every emote to come out. You wouldn’t have to think ab what to add in the rift cause u could add emotes to it. Event reward emotes could be another idea. Even a game which is Influenced by DBD (identity v) proves that emotes will work in a 4v1 game🤓 pls I just want to dance in dbd
https://www.tiktok.com/t/ZT8LfD1Jx/
https://www.tiktok.com/t/ZT8LfJMS1/
https://www.tiktok.com/t/ZT8Lfh3ss/
I put these random videos as an example
Would make them money yes, but also likely a lot of backlash
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@NoOneKnowsNova said:
"Would make the game less toxic"
All the survivors dancing at the exit gates.
The Trapper dancing after he slugged all four of us with his Noed.
Sillier & more funny than tbagging and nodding
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@pizzavessel15 said:
NUMEROUS content creators/players/AND fog whispers have said the exact same thing. made for this is broken. with this perk survivors can PERMANENTLY move at a 3+ speed JUST FOR GETTING INJURED. and at end game can run up to 110 speed PERMANENTLY with hope. the "cannot be used while exhausted" is BARLEY a draw back. people can still use dead hard or other (specific exhaustion perks) with this. OTZ HAS GOTTEN AGITATED ON STREAM DUE TO THIS PERK. this game nor most of the killers are NOT balanced around survivors moving like this. this perk is a problem and the devs NEED to change this. most of the killers without speed/slow down abilities are borderline miserable to play as due to this perk.
Yes? They've said this already
Mabye in a few months if we're lucky and decide to change their mind but that's pretty low
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@LeFennecFox said:
Franklins and hoarder especially were cheese on pinhead and made him a pretty good killer to an insanely strong and easy killer. There is little counterplay to a pinhead with range + hoarder perma chaining you across the map making it almost impossible to solve on most maps.
Agree tbh, Franklin's was a bit overkill but honestly there was no other use for Hoarder except for Nemesis and Wesker's boxes
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497720#Comment_3497720
So don't bring Hoarder if you don't think they're going for chests.
And why would you ever think that they will?
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497079#Comment_3497079
Sounds like you've never gone against a good Pinhead then.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497153#Comment_3497153
Did I say it was OP? I said it took out an entire dimension of skill from a killer. How is that the same as being OP. It still has uses: it shows you when and where survivors are when they're interacting with items/chests. I've caught a lot of survivors off-guard opening basement chest while running Hoarder on a meme build. Could it use some love? Sure it could. Did it remove the skill aspect of pinning down box on Pinhead in its old state? Absolutely.
No survivor playing serious is going to go for chests.. yeah it can come in handy in those very rare cases but those games you likely would have won anyway given there were survivors practically throwing or not caring about winning
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@Blueberry said:
This seems like unnecessary changes for a few things.
Her traps are overall fine. I do think survivors shouldn’t see boxes though while traps are unarmed, that’s silly. If they’re unarmed then this extra search time isn’t making them any deadlier. Would be nice if Pig could see the timers as well.
Pigs main issue is how complete garbage her crouch and ambush are. Especially the ambush is on the edge of useless.
Addons could also use some improvements. Amanda’s Letter needs the negative removed entirely, it’s not impressive enough to deserve it.
Agree, the one that sticks out the most tho imo is Amanda's Secret, Amanda's Letter at least has a reasonable effect for the penalty
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@GoofyGooberRock said:
I'm tired of an aggressive 3-gen at the start and playing on solo makes it even harder when your teammates ignore her trying to 3-gen and allows it to happen
I'm tired of my games taking 30 minutes long when I'm playing against her and would rather die on the hook than play against her at this point
she isn't fun to play against and I hope the rework does a better job why was there no kill switch for her yet?
Never, get used to it
At least not until a genuine bug appears on her
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@timetodohottakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497166#Comment_3497166
Thanks for your opinion.
In other words "thanks but I disagree"?
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@Seraphor said:
I don't want games to end because one of five players had a tantrum. But four bots is also a nightmare scenario for killer.
I think a middle of the road approach would probably be best. If one or two survivors DC they get replaced with bots. If a third survivor DC's, no bot, and a fourth survivor DC instantly ends the game. In addition, after so many minutes (5? 10? not sure what would be fair) any given bot will stop playing optimally and essentially make themselves found by the killer.
You mean one of 4..
If the killer DCs the game ends no matter what lol
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@daL3g3nd713 said:
I think it would be pretty cool if were able to choose The POV when we're moring somebody as killer Because I play as Michael Myers and When I mori people people it's kind of underwhelming because it doesn't look as cool As it does In third person, so I think It would be pretty nice if were able to choose which POV we want And Some of the older killers Moris That has First person
I swear I had this one time bug where it had actually put me in 3rd person during the mori when I was playing as wraith
I was never able to recreate it no matter how hard I tried
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@kaega2 said:
I played a match today and used Dramaturgy and it gave me a purple flashlight with a broken bulb
Ironically I was running Ace in the hole and managed to escape with it.
Yes because this is a bug that "urgently" needs fixed
And it's not a bug so much as a (possible) oversight
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@Venusa said:
What do y'all do that makes all 4 survivors quit...
Sometimes it's just because they don't like the killer, sometimes it's because they're a SWF and they're going back to lobby because one's internet went out.. etc
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@adsads123123123123 said:
I don't want to be playing with all bots. It's a multiplayer game. Playing against bots is so boring. I even think that there should be a limit of 2 bots in a lobby. I was playing against 3 bots and 1 player and it was very boring.
Agree, just spawn hatch and remove the bots if it's 1 survivor or end it if everyone leaves
Really isn't fair that the killer pretty much has to play a bot match if everyone decides to leave
Imagine if the survivors had to play out a game without a killer if they DC'd that kind of would be boring
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@Gwinty said:
Just what the titles say.
I now played quit a few games with the new Sadako on both sides and I am quit impressed. The devs did a very good job with her and she now feels like that haunting videotape ghost that chases you and lets you feel the dread. This is the Sadako I loved since the movies and now I finally got her.
From the survivor side it was a bit of a struggle to get used to her. Playing like I did against the old Sadako did not work and I got killed during my first match. However next match I grabbed myself a tape early and yes, it was a bit of a struggle. Getting hit while carrying a tape is punishing but only if you already have condemn on yourself. Getting hit when you grab a tape early just lifts a lot of pressure from you and makes the whole thing a lot easier.
My friend and I (I mostly play duo survivor) had tons of fun managing our condemn, while trying to avoid getting caught. You need to watch this and handle it a bit like a Pig trap: Do not wait until it is too late, act early and avoid getting killed. Slugging Sadakos are a bit of an issue but we managed even that (I love running Exponential or Unbreakable).
Overall we had a blast. She felt like a danger now but still is a M1 Killer that has to play by the rules. However you need to be aware of your surroundings to not get caught in the open by her. Good feeling, she is dangerous and this is how I want my Killers.
I think many complains come because people are to bold against her and give her too much. This is the same as playing against Oni: When you give him an early hit the match goes downhill very quickly. Same for Sadako if you let her build up enough condemn, you will struggle to recover from this if you do not act early.
The slowdown she now can present is quit nice and can keep the match going. When she has a 3gen it gets worse (but that is on 3gens and not on her) and she will probably win (as will every killer in a good 3gen).
The best thing is that she feels different: The mini-quest to get rid of condemn while also restricting her movement is fun and makes for a welcome change to Blight or Nurse, at the same time it does not have the "Cenobite-issue" where one teammate can send the boat over the cliff, because you can manage your own condemn.
Later I switched to Killer.
I ran her with a bit of info, a slowdown, one of her perks and a random fun perk (BBQ, Eruption, No where to hide, Sloppy Butcher) with only brown add-ons to get a good feeling (just a bit more flickering and invisibility).
My first game was 2 moris, one DC and one escape. The survivor just never took a tape, I ported to get pressure on the gens and did a few chases, boom, somebody was condemned and ran into me while injured. Of course I killed that survivor and another one alt+F4 the game. Not very representative.
The other matches where pretty normal. Some survivors still played against me like the old Sadako and got killed, some tried weird flashlight saves and died, some just had overall problems (Self-care...) and a few where quit good.
What I noticed: Once a survivor is condemned you are an unstoppable force. You can walk through survivors, you ignore stuns and the survivor is running for their life. This is great it feels like you play that Sadako from the movies where you can not escape her. Notice however they can prevent this with ease: Tapes are very strong. Just like EMPs against the Singularity they are not optional for the survivors, they are a must have for their dual purpose: They limit my mobility a lot and keep the survivor save.
The matches where I did not get any kills where survivors who juggled their condemn very good. Most did this by just grabbing, then quickly returning to 0 condemn after I hooked them (tape delivery later) and grabbing a new tape asap (3 TVs down, I lost a lot of mobility here...). This is fine however because the passive slowdown feels great.
My only suggestion would be that something should be done about Sadako slugging. But that is not an issue with here, that can be said for every Killer.
I hope that the devs do not nerf her because I strongly believe that survivors will get better against her once they are used to her. I imagine her arising to the same "issue" as pig: New and bad survivors will get killed by her, some will get moried because they did not play against her for ages but the descent ones will be fine and have a good time and only see the condemn as a slowdown (a good one).
Overall this is a big win.
Thank you devs for making this Killer good and giving me the right feeling when playing as her and against her. You took your time and it was worth it. She is great now and I very much enjoy these changes. Please keep them.
What exactly is sadako slugging? I really don't see how it's any different from any other killer doing it now that ring drawing is nerfed
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@xotillweod said:
I played dead by daylight for a little over six years now, I don’t normally play survivor because it is not fun and in my recent endeavors and playing survivor it is further affirmed my suspicions of survivor being the most Unfun experience you can have an any video game. The killer has way too many tools in order to get to hooks and there seems to be a hook every square inch of every map. I don’t want to seem like a crybaby, but this is ridiculous. Even with 100% great skill checks on wiggling with Boyle over, seems futile to a whesker with bass perks, not even fully upgraded. Please developers get the survivors more tools take out hooks or spread out the location of hooks. Don’t put a hook by every generator in the map, and make struggling something worthwhile to do instead of just skill checks to pass the time for my impending tomb.
None really
Unless you don't want to be hooked in basement or are relying on the killer's mercy at hatch/death hook
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Agree, doesn't even have to be a long stun either can just be like a 1 or 0.5 second stun
Of course it might be abusable if you are able to do it while the killer is carrying someone so mabye disable it if they are, but then again mabye not since it would be so short after all, and if it destroys the item it could be a balanced concept
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Honestly I think RBTs are in a good spot as is right now, if anything I think Amanda's secret could use a buff to give her re-usable head traps at the cost of not being able to see the box auras anymore
I don't see how it could be very OP either since you would still have to take the time to try and find the one they took it off at, and they don't activate until a gen is completed
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@DY86 said:
Ur wrong buddy. Chase hag is gimmicky and fun. Nothing more nothing less. Her iri is supposed to change her gameplay, not to make her god tier.
It’s supposed to work kinda like Huntress Iri Head in the sense that it changes how the killer is played
Wish all Killers had the same
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496169#Comment_3496169
no what i mean is you put traps in grass where people rotate loops. you get less rewards then trapper because if someone steps in trapper trap. they get instant downed. if someone steps in your trap, you get hindered which is just 1 hit. ultimately, i think it is pointless because tp hag can do same thing so I am not entirely sure what the point of the add-on is other than to bloodpoint farm.
I think its just an experiment honestly
Since this technically makes her the fastest base walking killer in the game (ie without using power or being affected by haste)
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496519#Comment_3496519
No, comparing gen slowdown to Hoarder on Pinhead is extremely disingenuous. Gen slowdown is NECESSARY to slow down gens since killers have no basekit ability to do so. Pinhead's box logic is a skill dimension to the killer which Hoarder nullified entirely. It turned tracking the box into a dumb "follow the notification" game which enabled even bad Pinhead players to maintain constant box pressure with no skill required. This would be akin to having a perk that lets Nurse automatically get hits by pressing M2 twice with no major input required from the player; it removes an entire skill dimension from the killer.
It was rightfully nerfed.
So... you're saying hoarder was OP?
It can't have even ONE good use?