Avatar

wydyadoit

wydyadoit

About

Username
wydyadoit
Joined
Visits
879
Last Active

Comments

  • @FuDo said:

    I've returned to start playing the game after a long time and I was usually playing killer and still do but nowadays playing killer is not fun, it is just frustrating. Trying to play fun or chill is almost impossible. I try to play chill but survivors don't let me. T-bag after every quick action, blind for every break pallet, waiting and t-bagging on exit until you down them or timer hits almost 0, and worst of all t-bagging on hatch (yes this is worse, one Meg t-bagged me for 10 min nonstop, not joking). Even if they don't do any of these there are a lot of gen rushers, boons on every corner of maps, pallets after pallets and windows (this is the main reason why killers like trapper or Freddy are bad) and when killers made a mistake survivors make a distance to catch up again but when survivors made a mistake they just press 'e'. I understand Devs don't want their game to become a competitive game but making killers and buffing survivors is not the right way. I thought maybe it is just me, maybe I play badly (but what is for matchmaking) but there are lots of killer main who thinks that way. (for the record "Eruption" and 3-gen meta is boring af)

    i mean... i could send you my twitch vids of me having fun as killer. if you want to see what a killer having fun looks like.

  • @SMitchell8 said:

    Could be bhvr doing there own take on Predator or inspired on it.

    * Skull merchant (Predator is a trophy hunter)

    * Has some kind of laser device in the eye (Predator has his shoulder laser)

    * The logo is similar

    * The crate could contain his weaponry (Comes prepared, like the do for taking on Aliens)

    or! it could be their take on terminator

  • (probably not but i'm still going to make the joke) I SAW A FLAMING SKULL IN THE TEASER!

  • oh. it's the dating sim outfits. i had to think for a moment.

  • @kill4escape4win said:

    Why is basekit BT still active in eng game collapse? why can they still do body blocks while being totally safe from BT when off the record and decisive strike is turned off? why is it fair?

    Shouldn't it be completely disabled? if all you have is a hook next to the exit and they do a unhook it's gg they won, why's that?

    Basekit BT should not be a thing in EGC UNLESS they actually use the perk.

    i don't think survivors should have base kit borrowed time.

    yeah i said it. fight me.

    run an anti-hook perk as the entity intended.

    or should we make deadhard and adrenaline basekit also since everyone runs them too?

  • nah. that's clearly the sound of nicholas cage's revving motorcycle.

  • i saw a skull with flames. gotta be ghost rider.

  • @PowZapBamWoofMeow said:

    I for one would like a graveyard. Like … how is that not a map yet?? Tombstones, opened caskets with skeletons, a mausoleum like the saloon. Bats instead of crows. Omg there’s so much you can do atmosphere and aesthetic-wise.

    i second the graveyard - but technically as others have said... the artist map is a graveyard. to go with it - a morgue and mausoleum would also be nice.

    a lot of the ideas others have come up with: shipwreck, sewers, distopian or pop-funk neon city alleyways, a war battlefield from civil war or ww1/2 era. a jungle. an island. a cruise ship. basically everything @Aurelle mentioned and @FridayNightPizza mentioned.


    the only unique thing i can think of would be a spacebase or a spaceship interior - like deadspace style. maybe a hotel or a mansion. idk. a lake of crystal with a dead child at the bottom inside a campsite? a "fun house" with ballpits and animatronics. an old motel like in every horror movie every. an aquarium. an old timey black and white silent movie theater. a castle. an arcade/boardwalk/fair thing. a medieval or fantasy world. a rice field for the memes. a daycare. a hedge maze. atlantis. an iceberg. a field of flowers - like literally nothing but flowers

    and i unironically want the scooby doo gang as playable survivors. scooby can be the first non-human survivor.

  • @theblimp said:

    Can perks that speed up and slow down/regress gens be removed?

    short answer? yes, but why would we?

    long answer? i don't feel like typing it out.

  • i wouldnt expect it to be added in this state, but if nothing else - it's a complete concept so good job 👍🏻


    edit

    next would be coming up with 2 iridescent, 4 purple, 5 green, 5 yellow, and 4 brown addons.

    as well as a terror radius, height, and movement speed stat.

  • @ironblade said:

    What killer, perks and addons inflicts the most amount of debuffs that you can possibly acquire?

    the answer is 10.

    plague.

    edit

    this was a sarcastic post.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344293#Comment_3344293

    No that's not the point I'm making. I don't want people to not use addons. I'm just noticing that the really problematic ones have been nerfed and I'm seeing a result of that

    i know you weren't making a point like that. i was just stating the extreme scenario as a point of contention.

    something to ground the idea of "skilled" nurses. what is a truly skilled nurse? or for that matter what is a skilled player in dbd?

    most of the game's core design is a power creep based on progression. so new players will always be weaker. unless you disagree that a player with zero perks has no disadvantage compared to a custom max tier 4 perk build with addons and offerings.

    however, i understand your statement. i just find it amusing.

  • @EntitySpawn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344399#Comment_3344399

    I'm gonna have to disagree there, while DBD technically has 1 game mode with 2 roles the vast number of killers, addons and maps can and should provide plenty of entertainment but the issue is you dont see half the killers and perks because they're bad.

    More game modes will just split the playerbase more, increase lobby times and like cause more imbalances as they try to balance for all the game modes. DBD isnt a shooter so you shouldn't really expect lots of game modes and should treat the killer,addons and maps as such which is all balanced and made useable the game wouldn't be so stale imo.

    Afterall many games was very successful with very few games modes, DBD has the potential to do far more with what they already currently have in game but are lacking due to poor understanding and heading

    i never said more game modes. i agree with your statement that it would split the playerbase. no clue where you got that i did, but you sure did take it and run with it.

    i want more mechanics. not game modes.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344456#Comment_3344456

    Over 1k hours pls don't tell me about lacking general gameplay mechanics. Read other comments in the thread, I've already replied to someone who's said something very similar to you. However, just this once I'll indulge the repetitive comment. It's not a "strategy" if that's all I'm seeing in 9/10 of my games. The game's name might as well be changed to Dead by Tunnelling at this point.

    1k hours? i have 900 myself. 🤷🏻‍♂️

    i edited my comment as i did take the time to read some replies. however, most of your replies are similar to this one in that you shut out any form of conversation or debate in lieu of a self entitled rant. so honestly... i'm not sure if it's worth the effort.

    regardless - no, a punitive system such as the one you provided is terrible.

    provide an alternative solution if you must. i'm not opposed to discussing a realistic and actionable solution.

  • @MoNosEmpire said:

    Its clear that tunnelling will always be an issue, yes its a "strategy" but it becomes obnoxious when 9/10 games that's all you ever see.

    I propose a cap on tunnelling. How it would work would be by the following;

    • If killer tunnels to win in a game
    • The next 2 games the killer will be unable to hit the same player twice
    • If the killer rage quits/dc's in any of these two games, it will add +1 to the tunnelling cooldown timer

    This would not only make the game fun again, it would make the game fluid again too!

    this is a terrible idea and seems to lack an understanding of gameplay mechanics.

    the solution to "tunneling" as a strategy is to offer alternative strategies that are just as effective or more effective.

    edit

    just for the sake of argument and assuming the post was satire - here are some things to consider:

    tunnelling does not guarantee a win if by win we expect a killer to earn a kill. especially not 4 kills. in fact, it is well known that most killers will lose a match by tunnelling.

    altruism and boldness have a purpose in this game. we shouldn't forget that players have the option to choose to antagonize the killer as a high risk playstyle for survivors. by reducing the effectiveness of tunnelling it ultimately reduces the effectiveness of non-objective based actions for survivors.

    what alternative strategies that could exist have already been stated for the most part. they're practically intuitive at this point:

    gen slow, insta kill, distraction, irritation, and fear of action.

    tunneling is a form of instant kill/distraction.

    gen slow has been considered too poweful in most of its forms other than straight up kicking gens. likewise instant kills are rare and require hoop jumping. distraction is ineffective (pig traps, mend). the more effective use of irritation and fear of action leads to constant complaining about feel good mechanics (doctor, plague)

    so what is left to offer?

  • @Pinheadftw said:

    At the moment there is no reward for going up Dedication levels. For those who don't know, when your player "Level" Hits 100, you go back to Level 1, and gain a dedication Level. Small number under your player level.

    Some players Don't have a lot of time to commit to the game to get say Iridescent ranks etc month to month, but still get time in over time to get their dedication ranks up. I think a way to reward players for time and commitment would be to award a large amount of Bloodpoints, say 1 million each time they achieve a Dedication level. This would reward their accomplishment, and give them some spending BP to keep prestiging characters, or level a character they don't want to play but want the perks from. Could even toss in say 1000 Shards as well. Would make the process of Dedication levels that much more meaningful. At the present, I could care less about it, so it would feel more rewarding.

    there is a benefit. it means you can get unlimited iridescent shards and bloodpoints. thankfully.

    otherwise you'd never get any iridescent currency.

  • @Hexonthebeach said:

    I have usually no problems with east or west but everytime i'm playing on a RPD map, I can't say later on which map I was. I can only say which map I like or which I don't like, but in the lates mapvote I couldn't say which part to choose.

    I have the problem with other maps too, but with RPD the most.

    if you've never played RE:2's remake or the original version of the RPD... then yeah. it might be hard to imagine the layout.

    basically... west has everything from the star's office to library open. you can tell because the stairs on the left side of the grand staircase will no longer be blocked. these rooms typically required diamond and clover keys to open in RE:2's remake. leon had exclusive access to them.

    whereas the east side is where you'll encounter the mayor's private museum collection and the extensive helicopter crashsite. you can tell this side is open when the room with the staircase next to the interrogation room can be navigated. claire used the heart key to gain access to these rooms. overall... fairly straightforward.

    the core is south gate, south east fenced in exterior, helicopter crash stairs, east offices, bathrooms, flooded corridor, interrogation room, janitor closet, projector room, grand staircase, service windows, west offices, vending, weapon storage, photography room, spiral staircase, library, unicorn room, mayors office, break room, statuary room, and interior hallways.

    the rest of the rooms are based off of which side is open.

    stars office, records, training, locker room and showers, laundry or whatever it's called are west side.

    east side is private collection, hidden elevator, east roof exterior, and the east staircase from interrogation to rooftop. i think. oh and the room where the dude in re2 gets his lower half ripped off. to be honest west rpd is more interesting.

  • @Dark_Alex said:

    Why is the teabag still not fixed? I mean, it has no other meaning than to attract attention or humiliate the killer. Literally, a feature whose only purpose is to make the game more toxic.

    Moreover, the butt dance looks completely unrealistic. Can you squat with that frequency? I can't. Why not add a flashlight-like delay? This will be enough for a quick stealth or sprint from a crouch, so this change will not hurt the game.

    So why is that still a thing?

    youre exactly right. why doesn't right d-pad have an actual butt-dance emote?

    where are the fortnite dances? surely behavior can cobble up some extra emotes to earn and purchase for when i win as killer and survivor?

    i'm tired of having to point, beckon, crouch spam, and wag my head camera to let the other players know i'm dominating them.

    i want to be able to do the moonwalk and running man while twerking.

  • @EntitySpawn said:

    I'm talking about actual killer buffs and not perk buffs, while perk buffs would be nice to increase the range of usefulness and meta perks I see I dont see that happening with the current way BHVR has gutted killer perks that hit the meta stage.

    The main reason I'm asking this is due to the game becoming more stale over time, with perks getting gutted I see less and less range used and theres been many killer nerfs which has resulted in hardly seeing those killers as well.

    With all this happening I see a small range of killers and a small range of perks, while the change I'm MMR (ages ago) made it so it wasnt just nurse/blight but I'm still seeing so few of the roster.

    Whether it's a small change with addon updates or a bigger change I'd like to see some love given to certain killers so I can actually verse them making matches less repetitive.

    I rarely see: wraith, doc, billy, slinger, hag, twins, trickster, clown, pig, onryo, freddy, Ghostface.. theres probably more but without checking the roster i couldn't say and that's how rare these killers are getting. While some are more rare than others you get the points.

    Small suggested changes just to help or just make the killers feel better to play.

    Wraith - make his lunge a little bigger after uncloack. He has no ability at most tiles, and hit n run is way harder with the new HUD.

    Doc - range addon base, could do discipline base instead but I dont see them doing the purple addon base. Just to help his power feel less addon dependant.

    Billy - I dont really know at this point, very small % faster charge time? Even curve billy isnt a threat to good loopers but over do it and billy is too much

    Slinger - either change the terror radius or add back quick scoping. He was over nerfed and for a 110% killer who cant down over alot of loops especially when the pallets down he needs something. Personally I like the quick scope, that was more fun for killers and would bump his pick rate (plus mmr is a thing so casuals will verse casual aiming)

    Hag - no idea, dont think shes good beyond camping hooks but how not sure how to buff that wouldn't over do it.

    Twins - firstly dont nerf them because some 0.1% player is good with them, we dont balance for the top remember... maybe give Charlotte a speed boost of hitting with victor, this makes getting to down players easier. Remove the victor cant do anything for ages after a hit you over did it and feels clunky for killers.

    Trickster - make it console friendly. Remove the recoil and sway, its twice as hard for a controller if not more so. Your limiting who plays him and as someone who always went for heavy weapons with high recoil in shooters and is always towards the top of the ranks etc. I cant stand the trickery recoil.

    Clown - make his bottles separate ammo, reloading reload both.

    Pig - faster crouch, slight ms increase when charging the power so you loose less distance.

    Onryo - old newspaper basekit, tvs turn on faster at the start and turn back on faster after being used.

    Freddy - remove the immunity to dream world, this is stupid a survivor can completely nullify for X duration and the killer cant do anything about it and is left the weakest state out of every killer in game. Change the addons again, make it so they arent all "in dream only"

    All stealth killers - immune to the new HUD chase, kinda stupid a stealth killer is now weaker because everyone can see who's being chased

    tbh i don't think the game's staleness can be fixed with balance. i want new killer mechanics and survivor mechanics.

    gens, hooks, totems, gates, hatches, chests, items, moris, and basements... it's still the same game since year 2. would like more stuff to do.

    more ways to play.

  • @TheMruczek said:

    I won as Nemmy, i used his 3 perks some add-ons, got 4 k and i didn't get it.

    Are adepts bugged?

    yes.

    but also - make sure you dont execute or let amy bleed out. and all players must remain in the match as you kill them.

    those are probably things you already knew, but idk.

    merciless killer has to show at the bloodpoint screen.

    as far as the bug goes... i eventually got most of my adepts last week. but today is the 13th so the fix might be wiped with the update.

  • @That_One_Friend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344391#Comment_3344391

    He techncially does, he just has to be in Charlotte when the player starts a mori

    nah i mean like... on his own.

  • @poujh said:

    dark theory is currently not a good boon, 2% speed bonus seems meaningless. Now, i know that tinkering with vault speed and movement speed is a delicate matter. IMO adding a little vault speed modifier might probably make the boon more attractive to some people. I suggested a 6% bonus but i just chose it randomly, maybe a 4% one or 3% might be more adequate, i don't know.

    the problem with "vault" speed specifically is that it could be completely useless as there might not be any viable vaults near the boon. in this case 2% movement speed would be better as it's universally better than a bad vault.

  • @That_One_Friend said:

    I would personally make a few addons basekit. Those being Toy Sword (Decreases time to charge Pounce by .2 seconds), Stale Biscuit* (Decreases missed Pounce kick window by .4 seconds). These in particular because if you dont bring Toy Sword, you are purposefully hindering yourself and it makes it much harder to hit survivors around loops. Stale Biscuit by itself is an ok to decent addon, depends on latency. With latency, assuming survivors go to kick Victor, it is almost a guarantee that if you miss your Pounce you are going to get severely punished for it, especially so if Charlotte is on the other side of the map.

    *New section.

    Also decreasing the time it takes for Victor to switch back to Charlotte after downing someone. It should take 3 seconds maximum after downing someone to switch, which is another reason why Twins feel awful to play, even while winning.

    I would also buff quite a few of their addons. There is a reason Twins players never bring Baby Teeth or Victor's Toy Solider unless they are doing a gimmick build.

    Brown Addons

    • Toy Sword - Increases Victor's lullaby by 6 meters. 100% bonus bloodpoints in the Deviousness and Hunting category - Changed from decreasing Pounce wind up to bonus bp due to making old Toy Sword basekit
    • Soured Milk - Increase Victor's detection radius by 3 meters - Changed from 2 to 3

    Yellow Addons

    • Baby Teeth - When pouncing on a healthy survivor, that survivor is inflicted with Blindness for 60 seconds - Changed length of blindess from 30 to 60
    • Candlebrum - Increase time to kick Victor while he is dormant by 3 seconds - Changed length of kicking from 0.2 to 3
    • Bloody Black Hood - Decreases Charlottes waking time by .75 seconds - Changed length from .5 to .75
    • Madeleine's Glove - Increase Victor's detection radius by 6 meters - Changed from 4 to 6

    Green Addons

    • Stale Biscuit - Increases Victor's Pounce range by 7 meters. Increase Victor's kick window to 4 seconds. - Changed from decreasing Victor's kick window by .4 seconds to increasing pounce range.
    • Weighty Rattle - Survivors who crush Victor are inflicted with Broken for 30 seconds. Does not stack. - Changed from 20 seconds, added does not stack due to Forced Penance also applying Broken.
    • Rusted Needle - Apply Hemorrhage and Mangled when Pouncing on a survivor - Added Mangled
    • Sewer Sludge - Increase time for Survivors to remove Victor by 3 seconds - Changed from 2 seconds to 3

    Purple Addons

    • Victor's Toy Solider - Survivors who kick Victor while he is dormant or crush Victor have their auras revealed for 8 seconds - Added aura revealed when being crushed and increase time from 6 to 8 seconds. (I cant remember if this addon already reveals auras for 8 seconds, that really shows how often I use it lmao)

    Iri Addons

    • Silencing Cloth - When waking up as Charlotte, gain Undetectable for 30 seconds. Survivors within 12 meters of dormant Charlotte cannot hear Victor's lullaby - Changed from 20 seconds to 30, added survivors cannot hearing Victors Lullaby.

    General Changes

    • Survivors who have Victor on their back are Hindered by 9%. This adds incentive to not holding Victor hostage for 30 seconds, as well as making it easier for Charlotte to chase a survivor holding Victor.
    • After Victor Pounces or downs a survivor, Charlotte gains a 10% haste for 7 seconds. Does not apply when Victor gets kicked from missing a pounce due to balancing as well as adding a slight punishment for missing a pounce
    • Decrease time to switch to Charlotte after downing a survivor to 3 seconds, as soon as the kick window has ended.
    • Decrease Charlotte's waking time to 1.5 seconds, originally 3.

    I would love to hear other peoples opinions on what changes I would make, as well as your own!

    TL:DR

    Addon changes and basekit Twins buffs. Toy Sword, Stale Biscuit basekit. Built in haste after switching from Victor to Charlotte

    i would give the baby a mori animation.

  • @ProfessorDunwich said:

    HUD makes it so Survivors can see 70% gen progress. They know to get out of a dodge for a few seconds.

    tinkerer was always dead. the only benefit was nurse or billy. it's entirely too inflexible.

  • @Jejune said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344324#Comment_3344324

    Then you would have no use of bloodweb period after getting all perks.

    ironic that killers experience this every day.

  • @Jejune said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344304#Comment_3344304

    You use more addons than items. I have more than enough items to last me a life time same thing cant be said for addons. You can take one item at the time. So items in chest could spawn with very weak or no addons. Ace could still do its thing for 2 addons. plunderers could show chests and grant just one rare or very rare addon.

    at least you have an idea i guess.

    how about this:

    since items are the equivalent to powers in the bloodweb how about making all items available at all times and universally making it so they're all balanced.

    in theory this is similar to what you wanted right?

    so to continue the idea of "dropping an item". what if in order to get an item in the first place - rather than discover it in the blood web you have to get it out of a chest in a trial then escape with it?

    once you do that - you have unlimited uses of the item until you "drop it" in a trial. then you have to get it again.

    that would free up blood webs for exclusively perks, offerings, and addons similar to how killer's blood web works and increase the value of perks like pharmacy and whatever the flashlight one is.

  • @stvnhthr said:

    I've got 8 friends to get DBD (even bought it for two people) so I would have someone to play with. They all lasted about two weeks because they said it is not a fun game for new players.

    What would you do to help new players have a fun experience? I think maybe the first 20 games for new players should be a "training wheel" experience. Where they get to see the killer's perks so they can see why the play is so radically different and why survivors perks don't work like described (it is confusing when they have a perk but the abilities are not functional because the killer's perks always trump survivor's perks. I would even give them a different base build while they are learning, like free self care, unbreakable, and decisive strike.)

    DBD has morphed into a game with too steep a learning curve for new players to stick around. Every new killer with new perks just makes the game more complicated and less fun for new folks.

    tell them to play solo as a survivor. or play in a private custom lobby until they get used to the game.

    do not take them online in an swf comp.


    edit

    also - you can gift them some packs. this is risky as they might still not enjoy the game, but more options makes for a better experience.

    my best recommendation is still just custom matches in a friendly party chat. once they get a decent understanding of how people play in relation to one another they might be able to internalize it in a match.

  • @yauniqua said:

    Love this game.

    However, I am SICK of going against Flava of the Month Killer.

    Knights and Weskers back to back with a Legion sprinkled in for good measure for my unenjoyment.

    it's because they're newer.

    one thing you're going to experience with timed release dlc is that everyone plays the new thing till they get bored and go back to what works.

    i play meyers and ghost face primarily. but people rage quit when i play them so i don't play often anymore. the new stuff makes me come back every season. i'm sure some other players probably experience the same type of on and off commitment.

    with the new map rotation mechanic that forces variations in maps it might be possible to make killers have a similar mechanic, but it would likely increase queue times drastically. and at that point... you're sacrificing the experience of the community for a self serving mechanic. which is different from the map mechanic since that was always psuedo random outside of offerings.

    they could always consider releasing a free to play version of the game with the player getting to choose between the first 4 survivors as a starting point free survivor and trapper as a free killer. since the game already has built in in-game currency and a premium currency mechanic. the tome system could be locked for f2p players with them only gaining access to daily challenges. that's basically what fortnite did.

  • @Jejune said:

    Make a generic option of all items one of each. Make them free and default like for killer weapons. Increase amount of addons to 3 and readjust addons so that you can make same combinations as you do now.

    well... then what would be the point of the blood web? as a survivor what reason would you have to search chests? ace in the hole would be dumb as well as plunderer's instinct?

  • @Thralfazuz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344261#Comment_3344261

    I would make dead hard similar to wglf stacks, to make it more altruistic and you need to work hard to get it like Mettle of man

    agree with decisive skillcheck removal nad pig traps countdown but only after getting unhooked not when pig puts the trap on

    With the trapper I don't know because I usually got value out of far away trap that I didn't bother going bacause I had the iridescent trap reset addon, What I would want for him is more dinamic power, something like Freddy snares or a summoning ability, and remove the stupid if trap too close survivor can fast vault if a little bit far away survivor can slow vault

    Totally agree with totems, how ######### totem spawns are is the sole reason I stopped using hex perks besides noed because nobody does totem unless for booning

    well... at least it's not as controversial as i thought.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344210#Comment_3344210

    But good Nurses know how to play her even with the changes. If anything, the nerf revealed who was actually good at Nurse and who crutches on addons for wins

    yeah, but then isn't it fair to say that base kit nurse is honestly the only true way to determine who's good with her? because at some point we all have to agree that perks, addons, and offerings are just crutches.

    not that i disagree with you. i honestly have no opinion. it's always going to be the case that people relying on a build will struggle when it gets nerfed.

    just a point that unless a player is good using default power without perks or offerings then are they not also using some form of crutch?

    even survivors that start the trial with an item or offering and perks? these are in fact crutches too. just perhaps accepted versions.

    it's the downside to a custom class system with progression being tied to power.

  • @Erenior said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344240#Comment_3344240

    posted an answer an it was gone.... whatever do it again.

    thank you for your very scientific answer on that, really appreciated.

    the funny thing for me was that i never experienced this kind of stress in any other game (and i am a gamer since.... no joke: maniac mansion on Commodore64 ... yes i am old :D ). somehow the game pressured me or i pressured myself

    im nearing 30, but you've likely got me beat by 20 years. age doesn't really matter in this regard. it's more about experience. it's possible that you've never experienced anything like dbd before. or at least not like the community. our lives are short and with bills to pay it's hard to imagine the average consumer having the income and time required to experience every game in every format since the late 70's. that'd be its own kind of research at that point.

    it's also possible that your personal values and outlook on situations have changed over time or in relation to your environment. we do tend to adapt after all.

    whatever the case - it's completely normal.

  • @BlueHorkew said:

    All boon perks, that are not COH, are basically just a killer perk, they are a waste of time.

    Why do i think that? Simple, their effects are niche and second the boon range.

    None of the other boons have universally good effects like COH, they could be helpful or they could do nothing but waste time setting a boon.

    Secod the range issue, COH is the only boon that benefits for being faraway from a killer while whole the other boons require you to be in the zone of a killer, thats why the range is not an issue for COH, COH could have a range of 2m and would still be as good as it is.

    While all the other boons are just a waste of time, their range is short, require you to take the killer to the boon, so making them easier to remove, which just makes you waste more time.

    Boons, if not COH are a waste of time.

    I am not saying this for them not to nerf COH, but saying that boon perks in general are just badly designed because COH is so strong compared to the others.

    as a relatively skilled killer main - scratch marks make me come towards an area. if you're running around inside of CoH and i see a scratch mark then i'm going to find the blood stain and find you. or at the very least i'm going to find the totem that is booned.

    the visual indication of scratch marks is over 150m. that's the benefit of having them removed.

    2% haste is... honestly opinion or situation based.

    i can't speak for the last one.

  • @Thralfazuz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344204#Comment_3344204

    I was talking primarly to killer aura perks that's why I said ¨see survivor aura when: ¨

    Those killers I mentioned have the same power but with some tweaks so they are not identical, I see dredge as free version to sadako, same thing but you don't have the condem part. Wesker is the balanced version of Nurse, you can hit the survivor on first or second dash but you have to aim, you still follow the core game mechanics, obstacles, pallets, loops. Knight is if Artist crows were able to patrol the area and became mele.

    ¨ive got a ton of opinions about what should be done to perks. however... i don't know if any one would agree with my opinions.¨

    Why not share something, would love to hear, It's interesting to see different point of view.

    For example I would want Coup de Grace to give stacks when hooking a survivor instead of losing gens

    i've made posts. they never get looked at because of the eruption and knight posts being so sensational.

    deadhard should be a 1 use perk like decisive strike and deliverance that disables on successfully taking a hit.

    decisive strike shouldnt require a skill check.

    breakdown's duration shouldn't last more than sabotage.

    pig's traps shouldn't require a generator to start counting down.

    trapper's traps should spawn open under pallets, beside generators, and next to vaults automatically at the start of the match.

    totems shouldn't be interactive at the start of the match - killers should have time to set up defenses. perhaps first gen or a set timer before cleanses and boons can be activated.

    hatch keys need a rework. or should become a perk like left behind.

    back to back blinds should be removed. the screen should have to clear up a bit before a second blind can be initiated.

    eruption should do something other than break generators. jolt (the demogorgon free use perk) already does this and requires less interaction/gen kicking.

    and a ton more - but that's enough for an example.

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344198#Comment_3344198

    You...sure showed those three random players that also just got their game ruined and had nothing to do with the actions of the DC'er?

    i know it's counterintuitive and counter productive. but... as a killer i HAVE to obessively make sure that everyone d/c's otherwise i've failed my missions. it picks the flowers. it picks the petals. all things in a row else mommy gets mad. it picks the flowers. it picks the petals. all things in a row else mommy gets mad. it picks the flowers. it picks the petals...

  • @Erenior said:

    Hello everyone,

    i would like to know and hear some other opinions about something that is in my mind for a few days now.

    Why is in dbd this absolutly urge or need to win matches? I am just curious what others have to say about it.

    I, personally, started dbd a bit over 2 months ago. at first i was like only learning what each killer can do while i was playing survivor only. then i tried playing killer and oh boy it was very frustrating at the beginning. i felt stress. the stress to win. the urge to win. I dont wanna be teabagged at the gates. dont wanna be called names after a match for being bad. i certainly think many players faced similar things. i complained a bit also in this forum here like many others do.

    i wanted to win for 3 things. making many bloodpoints, reach iri1 for the first time (although it means literally notthing besides 1m bp) and dont get spit on at the gates or in post game chat.

    one user in this forum here pm'ed me with the info to turn names and everything else you can off in the game and "pretend to play vs bots". sounds funny but it helped a lot, especially at the beginning where you usually lose more often due to lack of experience.

    now, 2 months after the start i reached iri1 with both surv and killer, i got enough bp to get every perk i want... and about the fear of being called noob after a match (or the "fear" of losing itself)... my wife saw that i was frustrated about a video game that she had to remind me that it is only a game. there is nothing you can possibly pursuit because every month everything will be reset to zero (ash5).... you will most likely never again play with these players and you will never actually see them. my wife was just right about everything.

    and with that FOR ME the urge to win was gone. i still try to win (or lets say to play my best), but not with stress. i dont get mad if i eat a flashlight safe out of nowhere. i dont get mad if i lose with 4 escapes. it is just gone.

    my key to that was my wife. she reminded me that this is only a game.

    Do i like to win matches? yes.

    Do i need to win matches? no.

    and from the various posts in this forum i know there a re a lot of players out there that feel the same or similar way... that they NEED to win.

    And i would like to hear why that is :)

    i dont have the incessant desire to win. i play as a killer primarily and sometimes as a survivor for challenges or to mix things up and learn new ways to avoid a killer, but honestly i've never felt pressured into winning.

    it's a matter of perspective. a matter of personal values. a matter of psychological disposition.

    there are many papers written on the topic of individual player desires, needs, and wants in relation to: video game addiction, escapism, anger management, gun violence, and so on.

    what is typically found in these papers is that video games are a medium of sorts to expose the inner workings of ones mind and that how a person uses a game is as distinct as the person themselves. however, many papers have tried to categorize it in 3-7 definitions depending on the research topic or goals.

    these can be summed up as:

    social standing

    mental development

    escapism

    pressure

    financial gain

    creative expression.

    how these various categories are chosen has been determined to be related to the mental disposition of the player and the intended game design and player interactions.

    you as the player are experiencing stimulations that can incorrectly be handled by the mind as "fight or flight" responses and can cause traumatic response signals to develop in the brain. likewise as a killer you are at risk of developing psychopathic or sociopathic tendencies if unable to distinguish the game environment from reality.

    so make sure you really understand that you're not actually trying to kill the players themselves, but that your goal is to - in that moment - experience the game. if you were a killer like bubba in the texas chainsaw massacre you'd be furious that your guests escaped, but then you have to come back to reality and move on to the next match.

    this is one of the things i hate about social games. the social element with real humans on the opposite end can cause those who have trouble interacting in a metaphysical state to incorrectly relate actions as real and harmful. this can be seen by those who get upset at the idea of something rather than the physical manifestations of something. for example: t-bagging at the gate. or those videos where the tiktok person throws a projectile at the viewer and the viewer might flinch.

    this is an indication of an inability to distinguish reality from fantasy.

    anyway - i'm happy for you that your wife was able to ground you. that's an important part of development that many individuals are not lucky enough to experience. the fact that you were curious enough to bring such a personal question onto the forums says a lot about your desire for a healthy experience with the game. good for you and i hope my long essay was informative.

  • i bought witch girl instead of plague with my 9k iris... but i will probably get plague next time. unless someone super awesome comes out between now and then.

  • @stvnhthr said:

    Would it not make more sense to be able to stun the Knight's ghosts with pallets and also make it so you can block their hits with deadhard?

    Knight is getting a lot of play, and it is not much fun as it just makes the games really long with constant running back and forth across the map, sort of like Legion on steroids.

    Games would be sped up, more fun, and higher scoring if the ghosts were treated sort of like Nemesis' zombies. You could stop a ghost chase with a pallet drop or block a hit with dh to make it a better playing experience.

    honestly - my instinct was that they were pathable nemesis zombies that get blocked by pallets and such. nope.

    they're kinda just moving damage zones. which i guess makes sense if they're ghosts 🤷🏻‍♂️

  • @AverageKateMain said:

    I'm gonna ask this question and I might be harsh but who cares honestly. Is it me or are a lot of Nurse players lately not that good. I'm not calling myself a master looper as some people gaslight themselves to say skill issue at any argument. Every since the Nurse change, I'm noticing a lot of people were most likely relying on her strong add-ons similar to old DH and it's shown these days who actually understands Nurse.

    idk 🤷🏻‍♂️ 3.8 ms means you gotta land 2 dash strikes. sometimes 3. it's honestly easier to just stay out of chases and go for gen grabs and the occasional locker or hook rescue pull. nurse is pretty crap when it comes to anything except surprise attacks right now. so i tend to kick gens and use my teleport as a movement tool. unless i'm goofing off for fun. then i chase and blink strike for the dumb daily challenges.

  • @Thralfazuz said:

    A killer with unique power because lately a lot of killers are just copied from another killer already in the game, for example:

    knight=artist

    Sadako=Dredge

    nurse=Wesker

    but If he is not unique I don't mind as long as it is fun to play, like Wesker.

    Some goofy as perks, for both killers and survivors, a good example: head on, franlin's,etc.These perks are not meta but you have good time messing around. No perks like see the gen aura or another info perk for killers.

    I don't think it would be even possible to create a new aura perk since the perks that we currently have already cover everything.

    See surv. aura when:

    if opening locker, if surv. healing nearby, kick gen to reveal surv nearby, hook a surv to see far away, if surv unhooks, when a gen is completed, if surv hits great skillcheck, if surv destroys hex, if killer stomps boon, if surv. is close to dull totem, when the killer can't be blinded, when surv is in dying state.

    I wouldn't mind perks that force you to hit skillchecks, makes it more interactive to both sides, but that is just my opinion.

    What are yours expectations with this chapter?

    we don't have a hatch aura yet for killers. lol.

    we don't have a crow aura perk for survivors yet lol.

    also - i don't see wesker as nurse. i see him as different tbh.

    knight and artist aren't the same? sadako dredge also aren't the same? how do you mean?

    i want a snow woman - i posted about it a while ago.

    i agree with goofy perks though. things like hiding in a chest or making the fog do weird things.

    that'd be fun.

    ive got a ton of opinions about what should be done to perks. however... i don't know if any one would agree with my opinions.

  • @tippy2k2 said:

    I hate it

    My game is now ruined because some whiny baby threw a fit for whatever offense I evidently did. I either just kill everyone ASAP and get the game over as quickly as possible (assuming they don't just start playing Hide & Seek out of spite because somehow this is my fault) or I let the survivors farm. Either way, my time has been wasted.

    as a killer i tend to drag the game out to punish the other survivors. sorry not sorry.

  • @FengShuiExe said:

    Is it just to activate your power? Because sometimes I feel like Teleporting is Freddy's only power.

    you're semi-invisible to awake survivors and asleep survivors can be snared. teleporting is faster the more survivor are asleep. i enjoy freddy a lot. i play him sometimes, but he's the least thematic of the dlc characters tbh. his heartbeat music is also harder to avoid than a typical terror radius

    you can bait out runners if you fake a teleport. you can use perks like surveillance and discordance to see which gens you should teleport to. fired up and brutal strength let you kick gens.

    if you don't understand how important vision and sound is in this game to a killer... then he probably feels like he doesn't have a power.

  • @Snowflake_Syndrome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343374#Comment_3343374

    Jolt and Pain Res are solid as I'm not huge on running around kicking gens.

    yeah. the only time i ever do is with fires up + brutal strength. but then it becomes a 3 gen stall. sometimes i do add more to it.

  • @Snowflake_Syndrome said:

    I get to avoid all this drama cause I never used Eruption at all. Yay for me.

    i used jolt. eruption took too long to set up.

  • @WarzMythTTV said:

    I main Pyramid head and recently made a build and thought it was pretty good and possibly even a good rank 1 grinding build. Here it is: TINKERER - Good for last minute hits on a gen right before it pops, especially good on pyramid head | DEADLOCK - Good for anti-gen rushing | CORRUPT INTERVENTION - Really good for getting some progress on hooks and anti-gen rushing at the start | NO WAY OUT - Good for if you have very little hooks to go before finishing a game and getting a 3k-4k and its just a second chance perk, almost like Deliverance. | I am Prestige 34 Pyramid head and I would say ive been maining him straight for 3 months so im quite experienced. Let me know what you all think! :)

    honestly... it's not a great build imo.

  • @Seanzu said:

    https://us.v-cdn.net/6030815/uploads/20X7T8NH44U9/announcement.png

    It’s about that time for another Developer Update, the series of posts where we discuss upcoming changes making their way to Dead by Daylight. This time, we’ll go through some notable changes happening in the next update alongside a brand-new Chapter and beyond!

    https://us.v-cdn.net/6030815/uploads/DPG51ULIU6IZ/redforest.png

    Red Forest Visual Update

    Over the past few years, various realms have gradually received facelifts. This process- which we named The Realm Beyond- has us revisit older maps and bring their visuals up to modern standards. We’ve already updated the majority of maps, and today, we turn our focus to the classic Red Forest.

    Home to both The Huntress and The Plague, the Red Forest debuted nearly six years ago. This visual update maintains the iconic rainy climate of the original maps as well as the small details and nods to their respective Killers’ lore.

    They say a picture’s worth a thousand words, so rather than having you read a few thousand words, take a look at these previews!

    https://us.v-cdn.net/6030815/uploads/4F0HY1Y2O9B8/mapcaptures-0002-layer-5.png

    https://us.v-cdn.net/6030815/uploads/3FCNYMYMZGO4/mapcaptures-0005-layer-2.png

    https://us.v-cdn.net/6030815/uploads/1A8S0CCVUGV9/mapcaptures-0004-layer-3.png

    https://us.v-cdn.net/6030815/uploads/X6VGL5SUOVS3/mapcaptures-0000-layer-7.png

    https://us.v-cdn.net/6030815/uploads/Z546B5RGQGKE/maps.png

    Map Repeat Prevention

    Speaking of maps, many of you can probably single out a favourite; a map that you’re always excited to see. But with so many maps to choose from, you probably don’t want to play the same map several times in a row even if it happens to be your favourite. Variety is the spice of life, and variety in Dead by Daylight is no exception.

    No longer will you need to resort to map Offerings in a plea to The Entity to stop sending you to Fractured Cowshed: Map Repeat Prevention is here!

    This new feature eliminates the possibility of playing the same map twice so long as a map Offering is not used. The same goes for any other players in your trial: If each person played a different map in their last match, none of those maps will be chosen. Furthermore, the chance for these maps to be chosen will also be reduced for the next few matches, steadily returning to their usual odds.

    We hope you enjoy seeing a wider variety of maps as you play!

    https://us.v-cdn.net/6030815/uploads/IC13EJ2FKO5W/matchmaking.png

    Bot Loadouts & Improvements

    We recently introduced Survivor bots to custom matches, allowing you and your friends to fill the remaining spots with robot allies, or just practice a new Killer against an entire lobby of bots. We were thrilled to see such an enthusiastic response to this feature from the community. Since then, we’ve been working hard on improvements to the Survivor bots and their AI, and as such, you’ll notice a few changes in the next update.

    First, we’ve added the ability to customize a Survivor bot’s loadout. Once you’ve added a bot to the lobby, simply click their name and you’ll find a new edit button. Here, you can customize the bot’s Perks, Item, Offering, and even which Survivor you’d like them to be. We’ve also taught the bots to use most –but not all– of the perks, so go wild and test out various combinations!

    Second, we’ve made a large number of improvements to the Survivor AI. Some of these improvements are smaller than others, but here are just some of the more noteworthy tweaks:

    • Improved navigation in some areas, preventing bots from getting stuck in some places or attempting to loop something that they shouldn’t.
    • Bots are now more bold when it comes to unhooking their fellow Survivors. Though they prefer to go for the save when it’s safe, they will now attempt an unsafe rescue as a last resort.
    • Bots will now actively attempt to seek out Totems when using Totem hunting perks such as Small Game or Counterforce.
    • Bots will now react to some audio queues (e.g. The Wraith’s bell). Previously, they would only respond to the Terror Radius.
    • Bots have learned to better respond to certain Killer powers. For example, they will now crouch near The Hag’s Traps and disarm Bear Traps.
    • Bots will now attempt to break line of sights in a loop while a ranged Killer is aiming at them.
    • And many, many more!

    Bots are by no means meant to replace a real person, but we hope these improvements will make them a slightly more realistic practice buddy.

    https://us.v-cdn.net/6030815/uploads/3LVZTRD8ITBH/perks.png

    Perk Changes

    Although we typically save perk changes for our Mid-Chapter Updates, we had a little room in this Chapter to squeeze in a few perk tweaks. We are in the midst of planning another package of perk changes for the next major update.

    Eruption

    Eruption has been a hot topic as of late, and for good reason. This perk was updated in our meta shake up last year and has steadily grown in usage ever since. These days, it has solidified its spot in the new meta.

    Many of you have raised concerns surrounding how the perk disproportionally affects solo players. Since solo players cannot warn their teammates when they are about to go down, their teammates cannot stop working on the generator to avoid the Incapacitated effect. This made Eruption very powerful: Not only would it immediately lose 10% of its progress, but it would continue to regress until the Incapacitated effect wore off.

    This made Eruption a very clear choice for any loadout, not only regressing generators, but also preventing further repairs from being done. To bring Eruption more in line with other generator perks, we have made a few changes.

    First, Eruption will now cause the generator to lose 10% of its current progress, not total. This means the effect will be less severe on generators with less progress, but more impactful on generators that are nearly completed.

    Second, Eruption will no longer apply the Incapacitated effect to Survivors who were repairing the generator when it exploded. Instead, Survivors who are actively working on the generator will scream and reveal their aura to the Killer for 10 seconds. Not only will this make the perk less frustrating for solo players, but it will also give the Killer crucial information on the other Survivors’ whereabouts so they can attempt to interrupt them.

    We hope you’ll find this new version of Eruption to be much more comparable to other generator related perks!

    Any Means Necessary

    This perk makes it possible for a Survivor to pick up a dropped pallet, allowing it to be used again later in the match. Back when this perk launched, many people (us included!) were worried that it may be too powerful, so it had a fairly long cooldown. Over time, it became clear that the biggest obstacle to using this perk was not in the fact the cooldown, but rather finding a pallet that had not yet been destroyed. Since the perk requires a fairly lengthy interaction and can be interrupted by the Killer, Any Means Necessary cannot be used aggressively.

    To give this perk a slight boost, we have removed its cooldown entirely. Survivors running this perk can now reset a dropped –yet unbroken– pallet whenever they have the chance! Killers will want to keep an eye out for pallets mysteriously resetting and be extra vigilant when it comes to breaking them.

    While Chapter releases like this one tend not to come with many balance changes, you can expect a larger package of perk changes in the following Mid-Chapter.

    https://us.v-cdn.net/6030815/uploads/NX1AO3CBFXXF/cosmetics.png

    New Outfit Plans

    In recent weeks we have noted a passionate conversation amongst the community in regard to who in the game is, and is not, getting cosmetics.

    Over the years, the roster has grown to an astonishing count of 64. With such a wide variety, producing new Outfits for each of them has become a tall task. Each new cosmetic takes a good amount of time and careful planning to bring to life, and there’s only so much time in between updates. We have to be very conscious about the Outfits we release, balancing both character and style variety, but also content which we know players will love.

    This can result in some characters receiving a new Outfit less frequently that we, or you, would like. We try our best to include a vast array of Survivors and Killers so everyone can find one that resonates with them, and it can be upsetting when it feels like that character was forgotten. That feeling is mutual; we love everyone who has been brought into the Fog and want the best for each of them.

    But there’s good news on this front which we wanted to share today! We have recently expanded our production capacity to increase the number of cosmetics we can produce for each update, and you should start seeing the results over the coming months. With this, we hope to increase both the quantity and variety of Outfits we release without sacrificing quality.

    To illustrate with an example, here’s a look at how we’re planning content around one beloved Survivor, Haddie Kaur, in the upcoming releases:

    https://us.v-cdn.net/6030815/uploads/EMO6N7HAQJAC/haddie-cosmetic-roadmap.png

    While the example above will not always be possible across all Killers and Survivors, it’s the type of release scope we’d like to see for the whole cast, especially newer ones who have joined the Fog.

    We are all looking forward to this increased output capacity in our Outfits, and will be happy to share more as we progress.

    https://us.v-cdn.net/6030815/uploads/H4IG6F60TSG0/cheating.png

    An Update on Cheating

    Wrapping things up, we have a quick update to our ongoing plan to combat cheating. Not only have we continued to detect and patch out various cheats since our last update, but we’ve also expanded our team! We’ve recently welcomed a new Team Lead to our growing security team who will help coordinate our efforts moving forward.

    And with that, we’ve once again reached the end of the Developer Update. Most of the changes we’ve talked about today will be available to try during the Public Test Build starting next week. As always, we’ll be keeping a watchful eye out for your feedback once you’ve had a chance to try them out!

    Until next time…

    The Dead by Daylight team

    as long as everyone gets a shirtless model in the wardrobe update i think we'll be good. 👍🏻

  • @Hybred said:

    I understand why killers have low FOVs, killers having limited vision is apart of the game design. However -- this means the game is less accessible to people, especially those with monitors (traditionally PC but also console players) as they sit close to their display, I suffer from motion sickness and legitimately can't play killer more than a match unless I use Shadowborn, much like how deaf players must waste a perk slot on Spinechill

    And although its not OP for killer to have a higher FOV given Shadowborns effectiveness we can't just make it basekit without some caveats. So I've devisied ways to help make the game more accessible while still being balanced, they are the following (some of them like 1 & 2 are sort of "safe" options that help quite a bit but not completely, while 3 & 4 are more drastic)

    ―――――――――――

    Safe Partial Solutions

    1 - The FOV of your arms/weapon as killer is very close to the screen, if you allow an FOV slider that keeps your FOV the same but zooms out your arms as if they're further away (like it does when you would increase your FOV) this would help people feel a bit less claustrophobic while not providing any advantage

    https://us.v-cdn.net/6030815/uploads/NEWU1BB62UGC/incollage-20221204-061716663.jpg

    2 - Buff Shadowborn to have additional benefits besides FOV, so that people who need it for accessibility reasons can feel less like they're wasting a perk slot

    ―――――――――――

    Solutions

    3 - Add an FOV slider but add a scratch mark penalty to it the more it is increased, like a basekit lightweight this way killers can choose between higher FOV and better scratch mark intel. (Shadowborn would just let you keep max FOV without the penalty)

    4 - Add an FOV slider but survivors are invisible outside of the default FOV range, so you will only see extra environment not players or auras of anything. So you still have to look around as you normally would. (Shadowborn would just let you keep max FOV without the penalty)

    ―――――――――――

    Closing

    I ask that BVHR please take this seriously, motion sickness is not a joke, it is very debilitating for me and others, it's why I switched to PC gaming yet this game doesn't offer it. One or a combination of these solutions would be ideal, and would go great along with the update that introduces accessibility options for the deaf

    i do experience motion sickness from time to time. my main complaint is that i wish they'd remove the fov changes on monitor and abuse or whatever doctor's perk is called. i want to use it for the terror radius effects, but even just completing the adept doctor challenge made me nauseous.

    but that's probably a side effect of playing on like 140 fov on some games.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342704#Comment_3342704

    Yes, I had this happen on Azarov's Wretched Shop, Blood Lodge and Coldwin Farm's Rotten Fields. Is that normal?

    bodyblocking is supposed to have been removed to an extent, but there are still deadend corners and things that allow bodyblocks. basement is not supposed to have bodyblock potential, but that's all about collision meshes and stairway width.

1 … 12 13 14 15 16 … 20