versacefeng
versacefeng
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@Leonardo1ita said:
I don't think it's gonna be good:
Killers still have NO default incentives to leave hooks and not tunnel or camp.
So it's STILL not gonna solve the fact that tunneling a person in 3v1 ASAP is always the best play.
Now perhaps even more the best play, considering survivors can just finish the gens and save last second.
The incentive to leave hook is risking generators being popped and triggering the hooked survivor's built-in Deliverance.
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I'd really like if swamp came out with new maps, there's about two different ones that are unreleased that I'd like to see but I can't remember the name of.
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Autohaven needs to be disabled in general, the state that is in is almost game breaking.
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This is incomparable in more ways than one.
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I recently came back to DBD after a year break and seeing how many maps look right now from a survivor perspective I can 1000% say Disturbed Ward is perfectly fine.
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I've also lost DLC cosmetics and access to about 6 chapters since I've merged. You should try sending a support ticket, but I don't know If you may find success with that since I've sent one 4 days ago and I still have no response back.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767853#Comment_3767853
There is no "chaos" when the result is pretty much guaranteed, it's a same expected game every time
To make a game chaotic, it MUST be balanced to be unpredictable, unbalanced mess is so boring and predictable
The chaotic nature of the game mode comes from the fact that there is more players than usual, the maps are larger, and the games mechanics are bent. The chaos isn't stemming from whether you escape or die.
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I don't know why you're expecting a game that was based around a 1V4 to not be unbalanced when the team sizes are doubled. This game mode isn't meant for sweating, it's meant to be chaotic and fun.
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@Peanits said:
If you haven't already, please be sure to launch the game on each platform that you are trying to sync. It's important to have launched it on the latest version in order for cross-progression to sync all of your content correctly. Skipping this step has been the most common reason for partial progress syncing.
If you have already done so and still do not have everything, please contact our support team so we can investigate further and get this fixed: https://support.deadbydaylight.com
Will this still work even if you don't have XBOX Live or PS Plus? Online memberships are the main reason why I'm considering to transfer.
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I think my house is bigger than Haddonfield.
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@DrBrain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757183#Comment_3757183
Current gen times are 90 seconds. Thats be fine in itself if this game was not a MMR matchmaking system and had a server list with open lobbies to hop in and out of to do pub matches. Im sure you are aware of this factor but once you reach top rank on Killer your experience in the high mmr meta is the gen rush 4 man comps. Now I am not against this or complaining specifically about this but lets do math. If say we look at the gen times chart for the amount of survivors on a gen without any perks or toolboxes we can see that just one extra person takes it from 90 seconds to 52.94 with a -15% efficiency penalty. However. Lets add in toolboxes and gen perks that remoce the penalty entirely. Just 1 survivor with gen perks and a toolbox and another without reduces the time to nearly 29 seconds. Put 3 survivors on it with at least 1 toolbox and 1 player with full party gen perks and you are looking at an easy 20 second gen. We are talking a drastic reduction in time. Your average Killer run times against competent players at high MMR is looking around 45 to 60 seconds if you do not get a lucky spotting and/or the comp team makes a mistake early on(which can 100% be corrected mid to late game).
if you run 1 player and down his within 60-80 seconds no matter how much pressure you apply. Without corrupt intervention on and without other gen slowdown perks for kicking or blocking you easily are looking at 2 gens minimum done within that timeframe(without deadlock which is slowly working its way to possible base kit status if we do not get corrupt intervention).
at this current time the only solution for high end MMR is to tunnel hard the first man out within 100 seconds minimum or face a 4 gen done deal unless you run a 4 perk gen block/slowdown build. Slugging comes second to this massive glaring problem. I havent even touched upon the 3 gen base kit kick blocks now that stop you from defending 3 gens permanently…
therefore, make Corrupt Intervention base kit just like Borrowed Time is now and the blocking of 3 gen meta us now. There is zero excuse not to do this and would completely make killers not hyper focused on tunneling out the first man they see as often as it is now. Killers are in a state of 1 strategy mode, tunneling. With slugging being the meme strat. This needs to change. It starts with gen speed and works it way down.https://us.v-cdn.net/6030815/uploads/7TQJR5N7PKDA/img-5833.jpeg
It sounds like toolboxes and gen perks are the problem rather than gen speeds.
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How about we get rid of gen related perks as a whole and make toolboxes dedicated to sabotages only?
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If we're talking about humans then it'd have to be Plague. But for their monster design it's definitely Unknown.
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@Royval said:
’still having trouble against nurse’ are you saying it should be easier? do you not know that she’s a killer
They did not say that at all.
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@lettuchia said:
I mean, nurse, spirit, slinger, artist, etc exist with no mobility and theyre still quite strong
Nurse and Spirit are strong mobility killers.
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Toggleable legacy feature for old things like the hud, map lighting, animations and some other stuff.
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I think the amount of teleporting killer's we have his fine, but I don't like the amount of killers that have some sort of dash or anti loop in their kit.
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@100PercentBPMain said:
Teleporting killers is literally an 80s slasher staple, it's baked into the genre
DBD has left the 80s-90s slasher style 5 years ago.
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This list is insane.
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People haven't cared about pips since forever ago, people are still gonna DC as normal.
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Im confused why this is called a tech when it's literally just body blocking a Blight during a rush.
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Twins, Pinhead, Chucky, Trickster, Sadako, and all the default ones.
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The map is still unbalanced. There's more of an opportunity to spawn huge dead zones or tiles that are too good being lined up together. And if it's not dead zones or loops being too strong, its loops, specifically pallets, being utterly useless. This is the worst map rework. Obviously the end goal is to have a balanced map, so I'd say reduce the dead zones, fix strong tiles spawning too close, and make filler pallets a little stronger
Oh, the main building is good though.
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Hawkins, Lerys, or RPD.
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@Yharwick said:
Might be an unpopular opinion but I personally think DBD isn't the type of game that needs the best possible graphics. They really just need to work on new game modes to make the game feel fresh again which they seem to be doing.
You're also leaving out a massive asterisk which is nobodies cosmetics from SMITE are transferring to SMITE 2. When people have dropped hundreds of dollars of cosmetics on DBD that seems like a hard sell to tell people they wasted their money in return for slightly better graphics.
I don't think your opinion is unpopular. DBD truly doesn't need top tier graphics, I think it'd desaturate the game's aesthetic and charm.
Also afaik, the devs don't have any plans to recode the game. From what I can recall, it'd take a grave amount of time and money to do that considering dbd is built off spaghetti code.
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@woundcowboy said:
Absolutely, yes. And too many of them guarantee safety for the survivor. I would be fine with a high number of pallets if most of them had a mindgame. The other problem is that good survivors know they don’t even really need to use them, since they can prerun as the killer approaches and waste a ton of time.
The majority of pallets now can be mindgamed by lunging or just using some of your brain. Please give me a break.
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You know there's subgenres of goth right?
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I think the vegetation on Red Forest looks really good.
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If you mean when generator models were first revamped then yeah I do.
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How are Huntress and Oni less redeemable and than SM.
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I want another Yun-jin. Someone whose not good, not bad, just human.
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If anything tunneling was less accepted back then but more necessary since killer was genuinely weak. Killers now are at their easiest, tunneling isn't necessary anymore.
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@Chocolate_Cosmos said:
No.
The moment BHVR makes him 4.4 m/s killer / makes you unable to destroy pallets with lethal rush, etc. he would be much less enjoyable for me.
I don't see how blight being 110% would make him less enjoyable. You're gonna be using his rush the majority of the match.
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@Unequalmitten86 said:
Maybe don't play terrible and you won't get slugged
Going down as a survivor is intended and inevitable?
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It's probably because her cosmetic's aren't all that. I mean they are, but some of them are kinda gaudy which is something I've noticed in a lot of other survivors and that drives people away. I don't think devs realize not every survivor needs exuberant cosmetics all the time update, simpler ones can be just as good if not better.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612504#Comment_3612504
He dropped chase once. He also won that game at two gens.
Chucky also won that game at three gens.
Trickster downed me, ignored Laurie and hooked me. Then he did the EXACT same thing on my last hook.
Clearly, I'm doing something wrong. My own individual skill doesn't matter whatsoever and nothing I do in the match matters. I am completely beholden to the mood of the Killer I'm playing against and that is a horrible ######### feeling and it makes me want to never touch this game again as Survivor. That's really unfortunate because Killer is FAR too easy to be a challenge and I've already pushed that envelope as far as I can
That trickster bit wasn't really in your control. Your teammates, especially that Laurie, shouldn't have went to save so soon. Letting survivors sit on hook for a little most of the time leads to a better chance of surviving.
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HUD change.
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@Smoe said:
Menu: Silent HIll Lobby Menu
Chase: Anything that isn't Wesker or Legion's chase music, as every other chase track is more fitting than those two combined.
This is kinda crazy because I find that most people think Wesker or Legion have some of the best chase music. I think it's fitting for the character but not the game though.
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@OrangeBear said:
I'm glad they talked about picking amanda instead of john kramer. Saw a thread a few weeks ago and i was very surprised that people unironically thought jigsaw could be a killer.
They probably just thought about it on the surface level, aka assumed he'd be the killer because he's the main "villain". When people think of the "killer" from SAW, they think of John Kramer, not Amanda.
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A fatal frame chapter would draw me back in. Especially if it's based off of the latest one.
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@Zokenay said:
I dunno about M3GAN, largely cause she looks like an actual kid, even if shes a robot, and idk how BHVR feels about adding a "child" as a killer.
Yeah Victor exists, but he looks like a deformed gremlin.
Regarding Annabelle, im no expert in the Conjuring franchise (largely cause i have like no interest in it) but doesnt the doll... do nothing? i know its possessed by a demon or something, but if i recall, i think the doll itself just exists and randomly appears on different places and such, so how would she even work?
I don't see the problem. Last time I checked, Susie is 16.
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I wish they reverted it. Old fl saves felt more rewarding.
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@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570243#Comment_3570243
It does do something tho XD On some maps a broken hook for 180sec can be a big deal esp when the may be running Pain res. The perk get even stronger if the survivor brings a hook offering that spreads the hooks out even more. I cant tell you how many time I have to drop a survivor because someone with a breakdown took out the only hook at have in an area.
I really doubt your facing survivors that are using breakdown that often, let alone playing Jeff.
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@xBlitzAce1989x said:
I want to see more "Humanoid" Killers. Like a killer bride, next-door neighbor, the boss, etc. Humans are the scariest simply because it could be anyone you know.
Devs did this with Trickster and they got severe backlash even though the execution was really well done.
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@Shroompy said:
Add a map pool for every killer
What do you mean?
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@Tsulan said:
A good chase consists of not running around the same piece of wood for 5 times.
Sounds like it's time to uninstall.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564554#Comment_3564554
About the maps...
Because of the the rng there is not that much to learn about a map... You need to know only whereainbuilding and shack is + set tiles... Everything else is nothing you can know, because it is random... It really is that easy... All the junk tiles in between can spawn or not, be weaker or stronger and so on.. That's why I will still stay by my statement... Learning how a map in dbd works is not that hard... Go in a custom game, check for main and shack, figure out the position of jungle gyms, and that's mostly it... Most other things are rng anyway...
Learning maps is more than knowing where structures spawn.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563492#Comment_3563492
"Even if I face a wall while picking someone up, a teammate somehow blinds me from behind and I drop."
At least attempt to read the post if you're going to comment, lol.
This just sounds like a skill issue. They're probably not hugging the wall well enough.
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Look at walls?
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@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561777#Comment_3561777
No it shouldn't. It should be earned through gameplay, not guaranteed because BHVR gave survivors an "I Win" button for every situation.
When I read your comment it sounded like you wanted them to create a killer that had no counters. But yea, I agree, counterplay shouldn't be handed to you but it should be available for you to use.