quelaag
quelaag
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@ImWinston said:
- imagine if a killer was banned because he was inexperienced and couldn't get hooks... here in the forum there would literally be a revolution. but okay, let's wait for the next patch and see what happens. the game is already not very welcoming to "newcomers", so it's literally a nightmare🤣
LOL my god this really put it into perspective. Just picturing it gave me a headache from the hypothetical volume of the community response
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https://forums.bhvr.com/dead-by-daylight/discussion/comment/1585113#Comment_1585113
Nurse worked for the asylum for twenty years before snapping lmfao. Are you suggesting she was married at like twelve?
ETA: and Oni grew up, had a child, lost that child, went through war, became resigned to the fact that he would not be able to have another child, then went on so many sustained rampages in a time without broad news reporting that they connected them together, understood him to be the culprit without catching and arresting him, knew him as a rootless serial killer, then he killed a vision of his father and went mad and "roamed the land aimlessly" all in, like. A few years?
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I'm sorry, I have a lot of criticisms of this event but 500% BP boost last year was not failing to deliver lmao. It wasn't on day one, so I'd see that criticism of the mobile game style 'don't miss out! keep logging in!' thing, but 500% is not NOT delivering lol
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It's also frustrating because they put a 'complete gen' challenge in there and drastically limit the amount of gens you can actually do that on.
ETA: FFS, this was replying to someone but I forgot you have to scroll back up every single time to click quote multiple times lol
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@HolyDarky said:
Also why do these blood gens not actually count as generators? You get no objective points from doing them and killers like Houndmaster or Freddy cannot even interact with these generators? Did they fail to code them in the game as actual generators, or am I missing something here?
The developers said in their livestream that no perk (e.g. PainRes, Pop but also Fire Up), addon, or killer power apllies/works (yet) on these event generators because they want to see what is the feedback on the new gameplay mechanic and depending on this feedback, they would change it.
Here the statement with timestamp: https://www.youtube.com/live/9pR607LNhGo?si=6W_LC899Fw4cJFkp&t=2263
Oh my god, I'm suddenly picturing Pain Res on these with the slow walking back and forth. OOF.
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@SeriousRain said:
Doing event generators sucks since you get almost no BP (just for finishing it). This event is about BP! Why such low BP?
I'm guessing because they want you to feel like you have to keep playing to 'unlock' the big BP bonus. They don't want the drop-off.
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@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906137#Comment_3906137
That was essentially my comment somewhere above, events llike this always, always bring out the sweats. Regardless of how OP killers and survivors are, so with or without Kaneki, the event is guaranteed to be a sweatfest.
It's literally every event as of late. You used to be able to wait out the sweats by not playing the first two days of the events, they'd grind out their points and rewards, they'd stop playing so then events would just slip into more casual to regular play. But not so much anymore, as people will just sweat so they "win" as fast as possible making everyone else miserable. Because hey, its ok as long as they get theeir points.
This made me a bit sad about the last Christmas event, I felt like previously the snowmen had let me see more jokes than usual and as cool as the moving snowmen were I felt like everyone just destroyed them instantly last event because of the moving no longer being a tell. In Chaos Mode I queued for killer a lot as a conscious effort to play semi-seriously - enough to have fun and practice - but be willing to goof because everyone seemed so sweaty otherwise.
ETA: but it would be nice to have an event where you can be relaxed like that (without uneasy/mistrustful opponents instantly popping all gens) and still have some cosmetic atmosphere stuff going on.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905490#Comment_3905490
Pretty much.
I can guarantee the number of people who want DbD to be “competitively viable” and would actually play such a version of the game is not enough for BHVR to pay the bills lol. It’s a sure fire way to kill the game.
To be honest, I think it would have to be a pretty different game from the ground up. I think one of the limiting factors is the sheer variety of abilities that need to jigsaw piece together in the same core gameplay and maps that need to be broadly applicable enough.
I was thinking the other day how I think both Houndmaster and Skull Merchant could have been amazing characters in a game where, say, they were the main or one of the few main killers and there was time and space to build around their abilities AND build sufficient gameplay depth in their abilities in environments geared to them.
Imagine a pirate game where Houndmaster is one of, idk, 4 possible characters and the hound doesn't have to conform to specific core gameplay or work around not breaking other DBD mechanics. Her powers interact specifically with hunting for treasure on islands built to accommodate them their pathing, spying on enemy camps or launching pincer attacks with other allies on small opposing pirate bands. In the right setting with enough time or care you could build a lot of complexity in.
Or hell, think of Twins as the sole enemy of a survival horror game in historical French sewers, slums or ruins. Victor could be a counter to opposing players being able to crawl through smaller tunnels, while Charlotte has the strength to move furniture or break windows to send Victor clambering through. I think some of the killers that suffer most in DBD are really cool ideas but they don't have enough space to be the best version of themselves. If I won the lottery four times over I'd love to fund DBD 2 with killer-specific game modes that get more development time for gameplay depth and complexity.
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@danielmaster87 said:
When casual interests converge, this is basically what you get: people wanting a killer nerfed because supposedly you can pick him up day 1 and win non-stop, and because they want easy killers for some special events, they're rushing to get said killer nerfed so that they simply won't have to deal with him. Are the interests of the more competitive players or killer players taken into consideration with any of this? I don't think so.
I get it. Coming from Smash Bros experience, I'm used to the feeling of "Things were going so great until this character came along. Now I've got to deal with them." But at the end of the day, you do in fact have to deal with them. No other developer would even put up with these ridiculous requests about nerfing characters who just barely came out. How long has it been? 1, 2 days? At least try to learn counterplay before you ask for such a thing.
Running with that theme, you're gonna have to face strong killers running meta eventually. Why prolong the inevitable? This is what made no sense about the "low BP cap good" arguments. Why not face a new killer with a complete competitive loadout? You'd be facing a killer at their peak strength, but wielded by a non-peak experience player. Even if the player has somehow mastered the killer after 48 hours of him being available, again how do you turn a chance to learn and improve into such a negative thing?
Kid, you just wrote a whole fanfiction in your head built out of your own projection. No one else is responsible for your desire to delete characters from Smash Bros, and YOUR approach to balance being 'if I don't like it, it should go' does not force everyone else to pretend they're not capable of more. You made up a fantasy about an argument that was not posed, and then you attempted to lavish it with condescending 'counter-arguments' to an argument you invented. Why are you crying about how critics - which include people with ten thousand hours in the game and a successful career built on it - are 'going to have to face meta killers eventually' and are just 'casual' for their criticisms as if anyone else has to pretend you're addressing reality LMFAO.
ETA: OH MY GOD, I just saw that you literally claimed that developers don't have to worry about retaining casual players because casual players just automatically always have fun in any game and literally started laughing out loud. Sweet jesus, you cannot think you look qualified to hold forth on game balancing and development after that, do you? Oh my god I'm screencapping that as a copypasta for all time, I have literal tears in my eyes. How do games ever fail then, I wonder? Cosmic intervention? A curse from the bog-witch? Oh my godddddd
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905877#Comment_3905877
I'm sorry but this is a really bad take. The issue with DBD isn't that it's too casual, it's that it's not casual enough - nobody wants to be curbstomped round after round. The game as it is now feels too competitive and too hard once you hit a certain threshold, it's not fair to expect Survs to have to bring the strongest stuff and Killers to play the strongest ones just to feel like they are accomplishing something. I've even seen the stupid, stupid sentiment here that beginner perks and easy Killers shouldn't be buffed because they are for new players, but what about people who like those perks and those characters? What about new players? They deserve to have fun and win with stuff they like, too!
2v8 is popular because it evens the playing field for casuals. Regular DBD is popular because it's not a hard game but it is difficult to master. Hard is fine, lots of people like hard games, but DBD becomes in some cases nearly impossible in a round because of sheer bad luck or who you picked or the perks you have. That really isn't fun and it leads to meta stagnation, and arguments that one side or the other badly needs nerfs.In reality, the devs need to make the game more about casual play by emphasizing casual wincons, not just 3-4k/escape through a gate. They also badly need to change how MMR works, change how pipping and points work, and change how the game calculates what a "win" is. The way the system is now is too competitive minded and that doesn't feel good for casual but consistent players like me or most of us here.
The other issue? Rounds are frankly a bit too fast and losses feel too much like stomps when you lose. The MMR is not swingy enough to bring a variety of experiences, and there is no incentive to stick with a game the player is losing. If the Devs find a way to slow the game a bit and have more casual wincons count for progression, the sting of losing the round goes away and the feeling like you can't improve goes away. People will not feel the need to tunnel or slam gens from the word go, and the game will feel much more friendly to anyone who wants to just run a few rounds after work or school or something - which is most players of this game. Less people will take breaks and more people will return.
But they need to balance it so we don't get these one-sided stomps and that losing is a game state, not a punishment like it currently feels to be.
"2v8 is popular because it evens the playing field for casuals. Regular DBD is popular because it's not a hard game but it is difficult to master. Hard is fine, lots of people like hard games, but DBD becomes in some cases nearly impossible in a round because of sheer bad luck or who you picked or the perks you have. That really isn't fun and it leads to meta stagnation, and arguments that one side or the other badly needs nerfs."Let's be clear here: 2v8 was popular WITH KILLERS because it 'evened' the playing field FOR KILLERS because they heavily nerfed anti-camp and added the fastest killers in the game to a double-up mode with loops designed entirely for 1v1. (Even with bodyblocking in standard, you have to pay a toll of flesh.) It was unpopular with survivors for same - ESPECIALLY casual survivors, and casual players are the lifeblood of literally every game, we NEED them. That is literally why they had to give 400% bloodpoints to beg survivors to play. If you were a casual survivor trying to have fun, you could die before you got to use a single ability even once, other than the sprint burst or crouch walk passives. I literally saw it happen. As I saw a hundred Weskers and Nurses just sitting outside the weakened anti-camp area so you didn't teleport, effortlessly proxy-camping people to death.
I HUGELY agree with emphasizing casual wincons. I think it's mind-bendingly bizarre that the devs like repeatedly punishing side objectives like chest searching with downsides to mid perks (Calm Spirit) and builds like Franklin/Weave, Dracula perks etc. All that's left it gen-rushing! It was actually really striking to me to look back and realize just how much of a relatively subtle but I think noticeable ripple effect removing BP on BBQ & Chili was. (Or maybe it was just a symptom of fallout from the choices that created the ripple effect.) Esp since sometimes to lessen the effect of meta on the mind you go outside meta, which I think BP on BBQ achieved. ('Well I didn't get kills but I got a full 4 stack')
Moreover, they've only doubled down and doubled down on removing fun/wincon incentive for alternate side objectives. The last Halloween event was a standout disaster for me, something I'd looked forward to for months and couldn't get out of fast enough once I realized what they'd done to it. Exploring the spirit realm was gone. Interacting with the skeletons and making them a part of the map was gone. Instead it was 'if you go in, you get bloodpoints and you get punished. There's one central boring point to go to and as a survivor you trade it in for a boring, weaker version of the bloodweb firecrackers and as killer for ranged - not too far thematically from the blight syringe. The single central location where anyone can do anything is at height so survivors can't drop without paying, and killer powers are returned and survivors stay nerfed. Killers always know where you're going.' I have literally never seen a game so heavily and explicitly punish players for engaging with what's supposed to be exciting event goals.
Because guess what? When you are telling players 'the only reason to play this event is cash' you get some sunk cost fallacy and you get some daily login type people, but you tell them 'don't be excited for anything to engage with in this event except a bit of speed in earning.' I would have preferred basic, limited cosmetic and sound design changes in the map to this.
And the lesson they learned for this event was seemingly to DOUBLE DOWN but also design it so that players are forced to engage with the extra BP tasks to finish a match at all. But the new killer sure is designed to exacerbate the issues of the match and take powerful advantage of the 'toddle back and forth' mechanic! Better buy now!
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906105#Comment_3906105
I personally agree with you, my concern is though that the way these bloodpoint events go? They almost always create sweat as everyone tries to get as many points as possible. The result is an unfun mess. It happens start of every month for pips, it happens with blood feasts and hunts, and it happens with Blood Moon. It happened last year with Blood Moon. And it will be more insane now because of the separate queues.
I really think they needed to hold off on Kaneki before this event. They did not. I guess we'll have to see?
'I really think they needed to hold off on Kaneki before this event. They did not. I guess we'll have to see?'
I'm guessing the event is designed to sell Kaneki, gacha-game style where they put in really tough endgame content with millions more Boss HP, with unique weaknesses fulfilled almost exclusively by the new paid character.The new event forces you to slowly walk back and forth between sometimes quite lengthy points on the map to refill blood cans, interruptible at any point. And sometimes you just have to wander around, because you don't actually get aura on the blood gens if you're just walking. If you run you steadily lose the blood. A quick, mobile, map-covering killer? With literally not enough gens to escape the match if you aren't engaging in the in-transit style? Yeah, it's to sell the killer.
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@Reinami said:
Would you rather go against nurses doing the same?
Since when is Nurse hitscan?
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The roles for survivor are fun, but all of the chase loops are designed for one killer. They've removed the anti-camp measure so killers can and will just camp survivors to death while maintaining pressure. (did it in two games recently.) with killers queueing together, one callout will destroy any loop, and they've since its inception added some of the faster killers of the game.
Casual players are the numbers lifeblood of any game.
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Same. Maybe they intend it to only count the 'normal' bloodpoints but in that case the bug is still that after every single match it falsely counts it as completed. Annoying.
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@Venusa said:
I think it looks quite slay...☹️
the cat is quite cute, don't get me wrong, but it's not a collection where 'everyone wears a sweater over a button up.' Just look at the customization for personal style in Haddie's, Meg's or Kate's version.
I just think it's very funny they threw in the towel on making it suit Yun-Jin at all when they put in effort on other characters, especially because a) her coat already has a fuzzy texture, so you could incorporate elements of that (see how they took the raggedy overshirt style from Haddie's cosmetic) or b) just add a flavor text comment about it being a gift from someone less cutting-edge-fashion oriented. Like she didn't even want to do the silk pajamas if it wasn't for wanting to make her fans happy lol. Again, just make it be a gift from her sister.
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@adaw0ng said:
… what? they look nothing alike at all. i don’t know what are you on.
.....it is a sweater over a button up with the white collar visible. if 'this sweater has a different image on it' makes you unable to distinguish a sweater as a sweater, i don't know what to tell you lmfao
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539080#Comment_3539080
Yeah, you need a specific item in order to do it. That might even be too much info but I won't elaborate 🤐😅
Gotcha gotcha. Then maybe I won't reupload the endscreen image lol. The match was frustrating with doctor but at least I could put them in tier 3 and slow the chain down, I can't imagine how frustrating it would be for other killers :/
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/391038/community-warning-new-locker-cheat
Names have to be censored for name and shame so id recommend losing the names.
Thank you, will remove the image and will try to remember to reupload it with blurred names when I have time. Although I also made an in-game report so BHVR will know the perks etc I imagine.
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@Nazzzak said:
They're exploiting a bug, it's not a cheat program
Gotcha. I will edit the post to add that I've heard it's an exploit cheat rather than third party software. Although I'm curious why none of the other players could do so. Perk combo? Or do we prefer not to say so it's not easily replicated?
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I thought about placing this in bugs but since it's cheat rather than a bug (ETA: a commenter says they believe it's an exploit cheat rather than third party software, so LMK if I should move it) I thought maybe it should go here.
These survivors came into the match with seemingly only one of them using the cheat software/combo whatever it is. The most prominent cheater had For The People, and could run invincibly into a locker and simply crouch there. When their teammates got injured, they would run to the locker, the cheater with FTP would run out and instaheal them, then run back in invincible to heal up with self-care. The Ellen ragequit early when I caught her the second time before the Nea could heal her.
The others stayed. The Bill is more debatable - although he ran straight through an M1 to get a rescue on the cheater (who everyone had seen cheating at this point) and then fell after she was safe, so it wasn't just lag - and the Ellen slightly more uncertain than even that. But the Haddie player was 110% grouped and cheating with the Nea player. Every time she got injured and had some distance, she would run back to the Nea for the insta-heal. In the end I slugged her, and she crawled back to the Nea who was crouching inside the hitbox of a locker, obviously anticipating an insta-heal. But since I could keep the Nea in tier 3, she bled out.
Me being Doctor complicated things for them slightly because I could put the cheater(s) in Tier 3, but if I wanted to guard any gens of course I had to move. In retrospect I should have just picked up a book and sat in front of the locker the Nea player was 'inside' but I stepped away to look for hatch. The cheater, naturally, hopped out and instantly located and jumped into hatch.
I'm not sure if it's just cheat software or an exploit of a perk combo, but just in case i've shown the full perk display. Watch out.
ETA: although they ran in without a locker-entering animation and if you searched the locker you just saw them crouched, they WOULD sometimes - not always - exit the locker with a standard locker exiting animation.
ETA2: Reuploaded images with names removed
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This report is confusingly written - are you saying that your previously chosen skills appear when first entering a match and that partway through a set of randomly assigned skills appears in your skill bar instead? Or simply that it appears in the post-game window that a random set appears?
If it's the latter, the same for me.
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I like the new HUD fine, but the proposed changes shown on twitter that consolidate the player profiles into the lower left corner, I think, is an attempted middle ground that doesn't quite serve the purpose. It makes the lower corner too crowded. I think it genuinely needs the space if we want the expanded information (and I do like that expanded information.)
In all honesty, if a player is having a fit over the UI being spaced out with specific locations for specific points of information I'm not sure how they manage in game? Spacial awareness is a pretty important thing in DBD, for example scanning the screen for movement. It mostly just seems like people overreacting to change. Maybe an option to choose between UIs if necessary, and the people who can't deal with the new UI can just have less information if they crave it so bad.
And dear god, please do not use that abysmal reddit player status icon example. It would be completely unreadable in game at a glance. If the playerbase has hysterics at the prospect of glancing into the upper corner of the screen, they're not actually going to handle having to stop dead and squint at scrambled overlapping images mid-match well. Same for the idea of having adept portraits - little white blob portraits in the corner of the screen? They're not going to readily scan in the heat of the moment.
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@CalamityJane said:
Because the characters are the focus of the tome, so they each get a challenge at each tier of the tome (or stuff to do with their perks.)
The only reason the lore is spread like that is so that every 2 weeks when a new tier unlocks, you complete 1 story. So Hag's finished first but there's still got to be challenges for her.
If the characters are the focus of the tome, then the gameplay should be linked to the lore. You should play a character to uncover their story, not be forced to spend money for someone else's lore. They could easily have had a Hag challenge unlock more generic lore, or simply exist as a challenge that didn't unlock lore.
You're presenting this as an answer to my question and it categorically is not, because it doesn't explain why playing as LISA is required to unlock PHILIP'S lore. I didn't ask 'why does Lisa have a challenge in later levels.'
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I feel like it's also possible that the structure of the in game trials aside, these may not be the only games the Entity plays with its captives. (Has it been confirmed it's always a four-survivors-one-killer round in lore notes and I've just forgotten? If so, sorry, need to dust off my lore and my brain lol.) Entity has been around for a long time, and I believe devs said in a stream that Evan was tortured to make him into a killer for the Entity, so we know at least some one-on-one stuff goes on. Maybe they were kidnapped into more of a free for all, or the Entity set up a trial specifically to bring them in and give them a rough start. :|
Or maybe this is their in-universe version of the player that has a slow load and comes into the match late with the killer having found someone very, very quickly. The Entity and its malicious spawn placements strikes again...


