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radiantHero23

radiantHero23

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radiantHero23
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  • @Prometheus1092 said:

    I've been playing survivor farming the pumpkins lol. BP can really stack up doing them. Again, my mentality playing survivor is the same in this mode as it is in any mode... Probably not going to survive, teammates will probably be potatoes and not help or simply rat me out soooo just get as many points as I can by doing whatever I can, gens, saves, chases, pumpkins. Seems way more fun that way than going in with the "I want to win" mindset. If you want to win, go killer 🤷‍♂️ killer role isn't exclusive to killer mains.

    This is the best thing I've read today. And I scrolled through 6 threads already.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820578#Comment_3820578

    Forced Hesi is a tad problematic, I agree with you. The slug potential gets mean.

    The one thing I'll give Forced Hesitation however is that in regards to Flashlights, I feel that perk is more healthy/fun/scary/interactive than Lightborn is. Against a ttv beamer squad I think it makes for better content than just shutting off an entire item/mechanic entirely.

    That is true, but I prefer infectious in that regard.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821312#Comment_3821312

    Probably 2v8 powers/testing spilling over? And this building just squeezed in somehow with the flags set for all breakable wall creation zones enabled.

    Likely a survivor archetype will be able to erect breakable walls as a form of chase disengage, or out-of-chase possibly. Ideally not the same class that can also build pallets (as that could seem a bit overloaded with chase manipulation).

    Here's hoping that these Breakable walls can also be destroyed with a Basic Attack, or a faster version of the Break animation.

    I hope your right.

  • @Goblin_BHVR said:

    Hello!

    The team is aware of breakable walls appearing on some maps that are not intended and are investigating.

    I'm sorry, but how does something like this happen?

    I'm genuinely curious.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821163#Comment_3821163

    What is your usual build with it? Sorry, I'm just curious lol. Usually when I see Lullaby, it's mostly on Doctor for skill check type of builds. 😅

    Stbfl, that's it.

    I usually use lullaby where ever it fits. If I have a free perk slot then it goes there.

    Again, I don't use it because I think it's good. I use it because it's bad and fun.

  • Doesn't work with the boxes. It also doesn't work with any other killer power related skill checks.

    I just like it because it is so bad. The most value I get out of lullaby is the cleansing time. When a survivor actually does miss a skill check with max. Lullaby its hilarious to the max. That's why I use it. It's bad and fun.

  • Hex: Huntress Lullaby 😎

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820545#Comment_3820545

    This is correct. Yet we see mainly complaints about one thing and one thing only. And if it is not a Perk for once, it is SWF, the ultimate scapegoat.

    The people who complain about WoO currently will still lose games if it is nerfed and then think the next Perk is at fault.

    SWF has always been a scapegoat. As has dh, ds, bt and a couple more. It's the same for the survivor side as well. There are a couple of things complained about that are absolutely not overpowered by any means.

    Dbd players in general seem to struggle in the practice of self reflection.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820635#Comment_3820635

    I can respect everything you wrote.

    Can we agree that both are pretty brutal in the slug game?

    Edit: let alone stacking these two? 😆

    They absolutely are. I deem infectious to be absolutely fine because of the survivor agency that isn't lost as it often is with Forced.

    Combo is absolutely brutal for slugging. Just add knock out for good measure and become a true monster.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820597#Comment_3820597

    No no thank you for laying it out.

    So according to you Forced is worse because it tells you to slug. Whereas Infectious is just info that doesn’t necessarily beg for the slug. I can respect that pov. By their inherent natures it seems like Forced is more intended for slugging than Infectious.

    The reason I juxtapose Infectious to Forced is because if your goal is to slug, Infectious Fright can be pretty nasty. Like really nasty. I haven’t used Forced Hesitation but I can imagine that the Hindered penalty makes it easy to slug. I just feel like Infectious gives Forced a run for its money when it comes to snowballing.

    The slowdown of forced is pretty massive. While booth perks incentivice going for someone else after downing a survivor, infectios leaves the survivor a chance, whereas forced doesnt. Thats probably my biggest issue with the perk.

    In the end, it depends on what killer you are playing i think. Imagine playing against a Bubba with infectious vs a bubba with forced.

    With infectious, bubba is still loopable. With forced, you just go down (at least most of the time).

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820584#Comment_3820584

    Sure I can see it’s a slugging perk. Again it’s probably my inexperience but Infectious Fright feels like it does more damage than Forced Hesitation when it comes to slugging?

    Infectious Fright gives you information. What you do with that info is on you.

    Some examples:

    • Nobody screams tells you, that you can pick up without having to bother with flashlight saves. (Most people don't run calm spirit these days)
    • Someone screams leaves you with two options. Leave the person slugged or pick up and hook.

    If you pick up and hook, you risk a flashy save. BUT you know where to get into the next chase fast and what gens are being worked on. Your taking another risk however, in that the Gen could be finishes while you pick up and hook.

    If you don't pick up and slug, you are also taking risks. The survivor you slugged could have anti tunnel. The guy you find could be a very solid looper, giving the team time to pick the slugged one up and maybe even heal them, making you waste and lose more time than you won.

    Forces hesitation on the other hand tells you: slug! They can't loop you really, because they are slowed down so much. If you don't slug, the perk provides no real value. That's at least what my experience is.

    The value tells you one direction and nothing else, whereas infectious gives you many options that do not have to result in slugging.

    Maybe im missing something, but that's how I see it.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820578#Comment_3820578

    Hm, can you help me understand the issue with Forced Hesitation?

    It's a perk that encourages slugging, is it not? Running super slow is also not that fun.

    Most importantly though, it punishes survivors for something that is already in the killers favour. Grouping up.

    I think cooperative actions should be rewarded rather than punished. DBD is a team game, where finishing objectives together is worse than playing selfish / as the lone wolfe.

    You could also bring up pentimento in that sense. It discourages survivors from doing secondary objectives. This being the cleansing of totems.

  • @ponzukun said:

    It's not fair if we don't nerf the popular survivor's perk too.

    And why can't the delayed effect perk be enhanced to a strength that can compete with the current repair speed of generators?


    Is it wrong for a killer to go for total annihilation?

    I consider this game to be a competitive game, not a party game.

    And while you are quick to weaken strong killers and perks, the perks and combined heinous effects of survivors tend to be left alone for long periods of time

    The case of corrective action is a good example.

    The development team should be more serious about balancing the game and surveying a wide range of user opinions.

    If you want to give an example for a problematic perk that did not change for an eternity than at least call out dead hard.

    Otherwise, survivor perks absolutely have been nerfed. Some VERY fast.

    Just look at boil over and how fast that perk got (rightfully) changed.

  • Flat out nerf...

    Don't know... Most seem pretty fine to me in terms of numbers.

    Problematic design? There are a few. Deadlock, knock out, franklin's and forced hesitation are all very problematic in my opinion. But simply nerfing them isn't fixing the problem, that their core design is flawed.

  • @Aven_Fallen said:

    I dont think it needs a Nerf. It is just used a lot and then Killer players think they lose games because of WoO.

    I think no player loses a game because of one thing alone. It's almost always a combination of aspects that lead to a loss.

  • The devil in me gives this reason: "run to yellow"

    The reasonable part of my consciousness says: "it's fine and doesn't need a nerf."

  • Its bias. I dont think people will ever stop. She would need to become one of the most fun character to play as and against to get rid of this mindset.

  • @SpicySliceOfApplePie said:

    I have returned from the darkness of endless memes and depression

    We are here for you! The circle of Pig mains cherishes it's members (and Mandy) above all else.

    ^🐽^

  • @SpitefulHateful said:

    Endgame chat should be removed entirely. Simple as that.

    It rarely serves any positive value. Most of the time it's used to spread hate.

    In the rare situations, where wholesome conversations are created, the server timeout cuts them off.

    I agree with you.

  • @squbax said:

    Dbd players in general cannot handle defeat. Should I learn how the killers power works and try fun tricks? No the killer is underwhelming, I DC and complain online. Should I learn how the power works so I can counter the killer? No I just go next on hook/Dc and complain how op the killer is.

    As someone who has played since 2016, this actitude has always been a staple of dbd, players would rather ignore all tool the game gives you if that means they dont have to admit they might be having a skill issue. That trickster player you mention and the people who give up once they fail a chase/get a killer they dont like, are prime examples of the dbd player archetype aka someone who cannot handle the game not being an easy win.

    It depends on what kind of player it is. Some people play games just to get a quick win to feel good. Absolutely understandable. There are a lot of games that provide this type of satisfaction without the player having to try. While there are still some aspects and mechanics in dbd, that offer victory with little effort, I would not recommend the game to a person like this.

    It's not Souls level difficulty by any means, but at higher levels, both sides have to try harder and perform a bit better than average to win.

  • Haste should not stack. Period.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816736#Comment_3816736

    I think he is speaking sarcasm. The least-picked killer are the Twins

    Must have. Trapper is pretty popular.

  • @hacendado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816723#Comment_3816723

    Sure! All killer sided players chooses the Trapper! (He's in fact the least chosen killer in the game). Try to change your statement by replacing Trapper with any stealth killer. Oh C'mon!

    Hes the least chosen killer? Can you back that up?

  • If you have problems with a Trapper running 4 aura perks, then I dont know what to tell you.

  • @turksmall236 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815805#Comment_3815805

    Do you think the hatch should be reworked into something that's rewarded? (ex: unhook 2 survivors, complete 1 full generator, and take chase with the killer for 60 seconds). That way the hiding rats who don't contribute to the team can't get easy escapes

    The best thing ive come up with over the years is like an end game chase. Over a year ago, they created the seperate realm for the halloween event. A similar concept could be used for an end game mechanic, where the final survivor would have to survive for a certain amount of time to escape.

    Obviously this idea also has its flaws due to perks and different killer powers.

  • @PixelBush said:

    Everyone knew this was going to happen. Let's go through the changes to Skull Merchant with a nit comb and talk about what makes these changes such a comprehensive failure.

    • Stealth Mode going means that the setup playstyle where you leave drones in the environment and hide them to catch people out is totally invalidated.
    • Moving at 110% while holding radar out punishes you for using your tracking power to track Survivors. Yay, I love being encouraged not to use my power outside of chase or track Survivors who are Clawtrapped!
    • The fast vault change combined with moving at 110% while holding radar out means that drones in tiles are more trouble to use than they're worth 90% of the time. If you can get Survivors in a position where the drone can scan them, you're almost always better off just not using your power and M1-ing instead. That takes a full health state, doesn't make you 110%, works with Bloodlust and can actually hit Survivors vaulting pallets and windows.
    • Lasertagging doesn't work: your drone beam doesn't spawn consistently out of the front any more, but instead at a semi-random angle. This means that placing your drone intelligently in such a way to light up a Surv with your beam by aiming it at them does nothing, meaning you're 110%-ing yourself, burning your power cooldown and breaking Bloodlust for a power that has a 90% chance of doing absolutely nothing even if you aim correctly.

    So you can't trap, you can't precisely aim, and rotating a drone already placed in a tile slows you down, takes several seconds to start up between placing and pulling the radar out and is countered by a Survivor using a pallet or window. The anti-chase power is hard countered by a Survivor's basic chase mechanics. This Killer's power literally has nothing you can do any more; every mechanic she had has been removed or made unusably restrictive.

    In my first game against new Skull Merchant, she didn't even get a single Lock On stack until three generators were completed. Not a Clawtrap, A SINGLE LOCK ON STACK. Clueless Survivors will still lose to her but only because someone on their team gave up (or because they're so incompetent they would lose to a Killer without a power.)

    One beam Merchant with no Haste was a great idea to rebalance the Killer away from randomly hurling drones at tiles and encouraging a more methodical and strategic play style around precisely manipulating drones. With these changes, the only rebalancing that was done was rebalancing her into the dumpster, and the only strategy you can use to win is the strategy of not playing her and playing any other Killer instead.

    Players both in and out of the Skull Merchant playerbase left plenty of feedback both before and after the midchapter PTB to provide suggestions and signposts to make Merchant a healthier Killer without slaughtering her, but it fell on deaf ears. (For what it's worth, I will be leaving my own suggestions in another post in the appropriate section of the forum). I truly wish I was not so angry, I know BHVR has a lot to do, but it is not acceptable to leave a Killer in this state for a year: something has to be done, and quickly. If you could find the development time to hurl my favourite Killer into a mincing machine and call it a balance patch, you can find the time to fish her out again.

    Hey good sir! Good to see, that you have found your way here as well. Enjoy your stay!

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815610#Comment_3815610

    I think, my friend, that it is the consequence of the end game being changed from an actual part of the game to a timer.

    That is primarily the reason why I've always hated the EGC, ever since it was added to the game. It deleted the slower approach to the end game when there was actually time for things to happen, and instead it promotes situations like the ones I've encountered yesterday.

    Not saying end game camping never happened, because it did, but honestly the best memories I have from the end game are from before the EGC. Good where the days when the killer could go for another patrol or another hook.

    I still do. I rarely camp the last hook, because its boring to me. Id like to play. Not stand still. I can understand why people do it though.

    End game as a whole needs an entire overhaul if you ask me. Hatch is pretty unfun to play around, Gates are open within seconds and camping is stronger than ever. It rarely feels like a climatic end to a horror film but more like a "can this end already?"

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815392#Comment_3815392

    Endgame camping is the problem.

    I have always been extremely against it. I refuse to do it as killer, and I hate seeing it as survivor.

    It is something that I don't think should have ever been normalized.

    This is the result of the game being focussed on kills. In end game, killers just want to get their kills and wrap it up. Most dont go away and try to get hooks.

    If hooks where a more central aspect of the scoring system, then End game camping would certainly become less popular. At least i hope it would.

  • Hopefully in the same patch where they make flashbangs have sound again.

  • What do you want people to run?

  • @UndeddJester said:

    Meanwhile Pig mains upon seeing a 1 search removal with a trap still on hand:

    https://tenor.com/bEpSs.gif

    🔥🐽🔥

  • I once won a 2v1 in soloq against a Wesker with 3 gens remaining. That was pretty hype!

    Otherwise, the most unforgettable match i ever had was my final attempt at Bubba´s adept challenge. As widely known, adepts used to work differently. You needed, and still need, to have a "perfect game" with merciless killer on the endscreen. This was much harder to obtain back then because merciless killer was bound to the emblem system and not to the amount of kills.

    Bubba and Billy where notorious for being hard in achieving their adept due to their usual flow of gameplay. Bubba is a chase machine with no real map pressure. He relies on fast downs to slow the game down. This however is horrible for the emblem system because it includes a chaser emblem that rewards longer chases. Longer chases that Bubba cant effort. On top of this, his perks dont help either.

    • Franklins : m1 perk, awful for a killer that relies on insta down.
    • Knock out: m1 perk. Same as above
    • BBQ: actually good, but doesnt help you with slowing the match down.

    This results in a killer challenge, where you are iincentivized to use AND not use your power at the same time. You lose the points when you use your power, therefore failing the achievement and you lose the game if you play m1 for too long. The result where infuriating matches where the players tunneled people out asap to be able to m1 chase. Bubba´s adept is the only time, that I can remember, where I rage-quit a match. It was this horrible.

    Back to the match though. My final attempt, the attempt, where I eventually got it was on Midwich. A pretty decent Bubba-, and kliller in general-, map due to its size.

    After around 30ish attempts i started using heavier addons resulting in my loadout being purple chilli for duration and green beast marks for speed. Pretty much the best you could (and maybe still) bring on Bubba. Offerings where the remaining sac. wards I had on him.

    Im gonna give a disclaimer, that this was a horrible match for everyone included. Nobody had a good time. I tunneled one survivor out asap to slow things down and sometimes slugged people with knock out. Really unfun stuff. The two people that got out fast had it better than the 3 of use left behind.

    After the 2 survivors vanished, the game went on for about 40 minutes…

    I was sure, that my emblems where not good enough, so I needed the 4k. The two survivors, 2 Dwights, wanted hatch though. This resulted in the longest cat and mouse game ever, where I carried and slugged both dwights for the absolute maximum of the bars duration. I ran the total of Midwich, with both Dwights on my shoulder about 20 times to find both in one spot and to not give them a chance for hatch. I sat there, telling myself: " You WILL give up before I do!"

    And eventually, after a game that felt like an eternity, he did.

    I broke the Dwight.

    He just walked up to me and the other Dwight and pointed towards a hook.

    On that day, I found out what true determination in DBD looks like.

    The achievement in my game library on steam is my witness and medal to what atrocities happened that match.

  • Map offerings provide a huge advantage to the side bringing them to the match due to them being able to prepare for a specific scenario. On top of this, the strenght of maps differn A LOT.

    The only offering to negate a map offering is pretty rare compared to map offerings themselves, which does not make the situation any better.

    In my opinion, they should go.

  • Bioshock and Darksouls.

    Preferably Bioshock. A bouncer big daddy would work really well as a killer and Jack could be a great survivor.

  • My past trauma tells me:

    "NO! Don't let this beast ever become too strong again."

    However, your arguments do make sense.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811805#Comment_3811805

    The word "tweaks" fills me with a lot of hope that he won't lose what makes Myers Myers...

    Thanks Peanits! 🤘😁🤘

    *tombstone off hook*

    Edit: I just realized how deep I am in dbd. "Tombstone off hook" would leave anybody completely confused.

  • Could someone be so kind and link the patch notes? I can't find them...

  • @UndeddJester said:

    Unfortunately it's a classic "because of bad actors we can't have nice things" situation.

    Prestige in lobbies causes more negative consequences than positive ones, so has to stay removed.

    I remember a certain characters cosmetics being removed due to these "bad actors".

  • Yes. I think the speed of the transition into the bat form is a bit overtuned.

    Due to the catch up potential of the form, he can circumvent the impact of a majority of mistakes.

    Everything else in his kit is absolutely fine in my opinion.

    Discussed that recently already.

  • We had a killer that held people hostage until the server sacrificed them.

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811245#Comment_3811245

    BHVR just keeps finding ways to reach my wallet. This AND the New Dracula Rift skin are on my radar for sure. Huge win.

    https://us.v-cdn.net/6030815/uploads/XAMDG6KFNKN0/stonks-jpg.jpg

    It's the year of piggy guys. 8 = 🐽.

  • You know, what would solve the problem immediately?

    Adding Pig to 2v8! 🐽

  • Only important aspect: Pig got a new skin!

  • Bioshock as a full chapter.

    Killer: Bouncer big daddy

    Survivor: Jack or Booker

    Map: destroyed Rapture

  • @CountOfTheFog said:

    Attention Pigs 🐖

    Could you check out this clip please?

    Blood Warden or not, wasn't it impossible for this Survivor to escape?

    She had a head trap on... doesn't that instantly pop if you run out the exit gates with one on 🤔

    https://x.com/realbootyqueen/status/1841258902324924457

    Trap not active. Pig played without enough batteries.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810932#Comment_3810932

    This is not what this is about. This is about an easy to use - ability that makes many if not all mistakes a Dracula makes in chase matter very little. Not many other killers have such an ability. It's not good design in my opinion. Especially when it's a 3 in 1 power.

    that is your opinion. i think dracula's bat form is among highest skill abilities to use in the game because it is massively prone to error and outplay. in order to balance its high risk, it has low cooldown so that killer is not ultra punished for making an error in which they will make errors because it is a difficult ability to perfect if the survivor jukes and plays mindgames with it.

    Yes. The tombstone piece is stupid. It should be removed alonside a rework of Myers power.

    I think, that if a specific aspect of a killer results in unhealthy gameplay then it should change yes. To negate the punishment of any mistake in chase is unhealthy for the overall gameplay experience. This is the same reason Xeno got nerfed. Although that came with a ton of other effects that left the killer in a buggy state.

    your missing my point. my point was that killer that do not have catch-up are weak killers. The only way for weaker killer to not have catch-up and be strong is to use GIMMICK strategies to win/be powerful. I am using Myer's as an example. Myers will NEVER get a teleport or catch-up mechanic. He is not designed to get this mechanic and as a result, he is weak in comparison to other killers when it comes 3 hooking survivors if survivor loops effectively. Here's the thing, You don't need to have a catch-up mechanic as a killer if you can instant mori survivors in 1 hook. Myer's is powerful when he is able to instant kill his opponent out of the game. This is gimmick play-style that player perceived as unfair/imbalanced but is only method for Myer's to be as viable as Nurse. this was my point. killer with less mechanics/functionality in their kit require lopsided mechanics to be a threat.

    Moving back to Dracula, Dracula is well-rounded killer. His bat form is his most important asset. weakening bat form severely hampers his gameplay. If Nurse, Spirit, Chucky, Blight and Billy are not imbalanced killers, than Dracula is as balanced as they are. he should not get nerfed because you dislike playing vs him. His version of a similar but different gameplay loop displayed by other killers.

    I did never say that I dislike facing him. I also did not say that he should be nerfed because of me. Nurse is too strong for a majority of public matches. Myers can only kill with addons and I could see a teleport power being part of a reword.

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