Alen_Starkly
Alen_Starkly
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A few years ago I made a similar post, and am glad that someone else has posted it as well! :D
I would LOVE to have an OG survivor who is any of these: a vampire, zombie, android, cyborg, etc.
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I've been using this perk a lot, it's one of my favorite perks now. I feel like it's perfect the way it is right now. It involves strategizing, bearing in mind which gens (and where) are close to being done, and hopping on to get that heal progress. It sucks when you don't manage to get to a nearly done gen before it pops, but that's a good balance for the perk, in my opinion.
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I would have much preferred it if instead of this nerf, they made it so Vigil cannot affect teammates, but only affects the person running it. If multiple people want the vigil benefits, they all would have to equip the perk. The current nerf has basically reduced the perk to the old Vigil that no-one was using because it was trash. The numbers could have easily been reduced from 66% to what they were before the last buff (I think 40%).
So these 2 nerfs instead of the gutting that was done. BHVR did the same mistake with Eruption and Thanatophobia: after the last buff, when they proved to be too strong, instead of simply reverting the last buff, they gutted both perks. Same thing happened to Vigil now. As if reverting the last buff and then monitoring the state for a few weeks is some kind of forbidden practice.
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@Yamalive said:
Nothing has changed the past month. They just broke skillchecks with the recent update somehow.
there was been a noticable decrease in skill checks occurence for months now. trust me, I've felt it, since I've been using specialist, and often I can't get a skill check for ages.
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Wesker's also been really buggy, and he's like community's favorite killer. Very fun to both play as and against. I really hope they focus on things like these, that actually matter.
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The previous Ready button was perfect. All the chances they've made to it are worse compared to what it used to be. Play and Cancel sounds are gone, the button is huge, bulky and very intrusive, estimated queue times are gone.
The logo change is weird, why do it after so many years, especially now that the 10th anniversary has been celebrated…
It feels like someone in the UI department was bored and begged for work to do, ANY work, and the HQ finally yielded.
Changes should be made IF and WHEN they are necessary. This really ain't it.
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I had a similar idea before. The unhooked survivor (let's say) gets the Incorporeal status (borrowing your name here) after being unhooked. For a duration, they cannot:
- be hit by the killer, nor do they have the colission with the killer ⇒ meaning, they can't prevent the killer from injuring/downing someone else due to bodyblocking
- the moment they commit an incospicuous action, they lose this status, and any perks that normally deactivate with inconspicous actions (DS, OTR) deactivate
- if they get healed by someone, use any item, or a self-healing perk is activated (Clean Break, Second Wind, etc.), they lose the Incorporeal status immediately.
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The new play button is downgrade in many ways:
- very visually intrusive, while the old one has been tame, light and demure
- no sounds on pressing PLAY or pressing CANCEL… those sounds were a good feedback on whether you've pressed a button or not
- no estimated queue time - such a pity, because it gives the player no idea on how long they have to wait - which impedes the player's plans on how to use the remaining time: go to the restroom, queue as survivor while waiting, or just wait it out
In my opinion, a vey unnecessary change to the UI. In fact, a downgrade, like I described above. Who even asked for this ??
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I feel like the devs have missed again. They refuse to hear that chase time is the best indicator of skill. Not perfect, but the best.
- chase time: you can last in chase longer? your MMR goes higher. you can down a survivor faster? your MMR goes higher
- macro decisions and game sense: unfortunately very hard to calculate by the game, so it cannot be used. Otherwise it would be a great indicatior of skill
Flawed things to base MMR off:
- how many gens you've done: you doing 3 corner gens should't make your MMR go up, especially if you've caused a 3-gen and/or the killer didn't really care to defend gens much out of 3-gen.
- surviving: you could hide all match and get exit gates easily, if you have sole survivor and/or the killer has low mobility and/or the doors are far apart. it's RNG for the major part, not an indicative of skill. Your teammate could loop the killer for 4-5 gens and die due to tunneling. Your MMR goes up because you escaped, and theirs down because they died… very flawed MMR calculation premise
- healing, unhooking: depends on perks of you and your teammates, and whether the killer cares about interurpting your heals. not really an indicative of skill
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@HOMOGRIMOIRE said:
@Alen_Starkly it does say in the base lore that Jonah knew he was deciphering the anti-democracy rebel messages, and that his work enabled them to target their bases. So, Jonah only knew he was providing information that would help combat the rebels. What exactly was done with that info was not up to him. He had no way of knowing that the encoded location was civilian, nor that the higher-ups were playing both sides to profit off the war and potentially get sacrifices for the entity since they were black vale. At this point in the story, he doesn't even suspect corruption in the government and couldn't even fathom them secretly intending to bomb civilians. So yeah, Jonah was the messenger, and he felt SUPER guilty about it, but ppl still wanna blame him and act like it was his intent to bomb innocent civilians.
But, to be fair, DbD has always been pretty hands it when it comes to lore. They've never told ppl how to interpret it, and I doubt they'd start with Jonah. Not to mention that US Imperialism in, presumably, the middle east/west asia, is a more explicit point in Jonah's lore and has become a very sensitive topic to talk about given the current political climate. I applaud DbD for tackling it, but since then, how its viewed has shifted and evolved, and i doubt they want to expand upon it now, especially given how tight censorship surrounding it has become. Like, they would NOT have been able to release Jonah with his current lore today without backlash. It basically states that there's a religious cult controlling the US government that has no regard for US citizens and is getting them to bomb ppl in west asia. So, i can see why they dont want to touch his lore. If they were brave, they would, but they're not, clearly and unfortunately.
And ironically enough, there was a leak from Dvveet that gave us an a internal position on Jonah, but, i doubt bhvr would appreciate me explicitly posting about the content of an internal leak on here, so, rip, lol. But, the way i see it, people are allowed to come to their own conclusions, even if particularly invalid. But also, it just stems from a lack of good reading comprehension. No amount of explaining will change people's minds cause they can't read. Not to mention said people just want something to hate and dog on. They don't hate Jonah because of his lore, they hate him cause he's something easy to hate. It's annoying, but, i can say I've tried, and theres no convincing those people. They're just straight up dumb.
Any how, i get his lore and like it a lot and love Jonah, so I'm happy while the haters aren't, and that's a win for me 🥰
Thank you very much for the reply, I appreciate it. You certainly provided some info that I didn't know of, and I am glad to expand on this knowledge.
I do understand if BHVR in general doesn't want to revisit a character's lore. However - if a character is heavily, heavily hated, and especially because certain people feed off of lying about his lore, then in my opinion, BHVR should DEFINITELY stand up, and clear things up. Especially if the lies are intentionally malicious and are coming from a source that has harmed the company in numerous ways to this date. It's not much diferent than seeing someone being abused, being in position to help, but choosing to turn blind eye to it.
@BHVR you should be better than this.
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Thank you for this post. I'd just like to add my view on this:
- THE problem is people basically saying "Jonah bombarded innocent people", while I don't see that in his lore. It looks like he decyphered codes, and was used by his superiors, superiors who actually had the authorities to order the bombarding. Jonah most likely knew nothing about what the superiors were planning. If I were Jonah, I'd probably assume that the superiors would send people over to the location, not send bombs. And even if Jonah found out about the plans, after he communicated the cracked codes info, he probably had no power in stopping his superiors.
- Many people spreading the lie, especially influencial people on social media.
- BHVR not posting a Tweet that dispells the BS lies that people (especially these influencial people) are spreading
- BHVR not taking any legal action against the evildoing influencers that are spreading lies.
- whenever I come across people that like Jonah like me (usually men), they p*ssy out of standing up for Jonah. Like hello??? Do something. Don't just murmur to your face and make a post to your peers. Actually reply to BHVR's tweet and ask for resolution of lies regarding Jonah's lore.
I really don't get why BHVR has not done anything, anything about this. It is EASY and SIMPLE to post a Tweet and clearly state Jonah's lore, and call out BS lies. I really don't get it…
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@Alen_Starkly said:
In my opinion, killers should be getting minimum updates to 2v8, and survivors should be getting a whole bunch. Why? Only because of killer queue times. Current 2v8 queue times for killer are often 45 minutes, which is insane. If you make the killer side more interesting, the queue times could go to 50 minutes or further. The devs should prioritize making the survivor side way more appealing. And again, this is not because of a survivor bias, it's simply to reduce the deadly killer queue times.
More killer content ⇒ the killer role becomes even more appealing than now ⇒ even worse killer queue times (and they are currently at 45 minutes)
More survivor content ⇒ the survivor role becomes more appealing that now ⇒ better killer queue times.
Personally, I'd be simply very happy if the killer side stayed the same for a whole year from now, but the queue times dropped from 45 to 10 minutes. I've been very starved of playing killer in 2v8. And the survivor side has been very stale, so no wonder that 2v8 lacks survivors (which is the cause for abysmal killer queue times).
I just went to queue up for 2v8 killer, and estimated waiting time was 49 minutes. I noped right out of there, couldn't be bothered. So I thought about playing a few 2v8 survivor matches, Torchbearer class. And guess what, the killers were holding hands. You can't even attempt to get a flashie save if the killers are holding hands. Kick gen, aura reveal, one hooks, the other one gets the survivor hovering for a flashie save.
No wonder the killer queue time is 49 minutes.
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I agree, RIck's face should be given proper care. INCLUDING his P 25, 50, 75 & 100 badges. His face there looks waaaaay off.
Also, I'd like BHVR to hire Rick's actor to voice Rick's efforts too. Current Rick's efforts are voiced by another person, and they are weird. The sounds he makes when being hooked are bizarre, some sounding like he's a demon or an eldrich monster. I really don't understand why.
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In my opinion, killers should be getting minimum updates to 2v8, and survivors should be getting a whole bunch. Why? Only because of killer queue times. Current 2v8 queue times for killer are often 45 minutes, which is insane. If you make the killer side more interesting, the queue times could go to 50 minutes or further. The devs should prioritize making the survivor side way more appealing. And again, this is not because of a survivor bias, it's simply to reduce the deadly killer queue times.
More killer content ⇒ the killer role becomes even more appealing than now ⇒ even worse killer queue times (and they are currently at 45 minutes)
More survivor content ⇒ the survivor role becomes more appealing that now ⇒ better killer queue times.
Personally, I'd be simply very happy if the killer side stayed the same for a whole year from now, but the queue times dropped from 45 to 10 minutes. I've been very starved of playing killer in 2v8. And the survivor side has been very stale, so no wonder that 2v8 lacks survivors (which is the cause for abysmal killer queue times).
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@Artimenius1307 said:
https://forums.bhvr.com/dead-by-daylight/discussion/470404/basekit-game-changes-that-are-needed
I'd agree with everything except for corrupt intervention basekit, but purely because I just don't like the idea of basekit corrupt, it feels too much like a bandaid fix imo, though I can't suggest any alternative.
Imho last point would be hard to implement properly, most likely icons of perks will be smaller for teammates, so any showcase of their current state, as progress or tokens, will be even harder to see. Though if it's possible to do, that would be ideal
I feel like basekit Corrupt Intervention would help narrow the gap between killers who can go directly into action (especially those with good movement, like Blight, Ghoul, etc.), and those who are slower and/or need time to set-up (Huntress, Trapper, Hag, etc.) But yeah it could be something else, just to help those weaker killers whose power includes setup of some sort.
And yeah maybe the perk icons wouldn't be simple to implement. However, any solution that streamlines the process of playing the match and getting the info from teammates would mean a lot. (and again, this is only relevant because coordinated SWFs do have this info)
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Just noticed that interestingly enough, the killer situation in the Rift is basically the opposite:
Deep Rift Females: 1 (Plague)
Deep Rift Males: 1 (Wraith)
BUT
Females: 1 (Plague)
Males: 4 (Wraith, Deathslinger, Trickster, Knight)
With killers it is different though, because you choose whom to play based on their power. With survivors, they function all the same, so you choose who you play based on who you relate to, and/or who you find attractive. I mostly play survivor, so no matter which killers are in the rift, that does not compensate for the lack of male survivors in the (deep) rift.
Regarding the killers though, I kind of do wish that instead of Trickster and Deathslinger skin, we got Huntress and Artist. They could have slayed so hard with the Egyptian theme.
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I've noticed that some maps do have an issue with this (Dead Dawg Saloon being the most prominent one), but I feel like many maps have a good hook spread. If those problematic maps would get tackled, the situation would probably be fine.
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@dangersmymidd1ename said:
The last two original survivors were male (Shane and Tae-Young), and in the last Rift Jeff, Vittorio and David got cosmetics. And Dwight just got 2 new outfits from the banquet…
The last Rift was quite fair, we got deep rift cosmetics for Vittorio, David, Zarina & Meg. Then also for Jeff and Nea. Suprisingly an even distribution. I am not in general seeking an even distribution, since I do understand that female survivors are played way more. However, the current rift ratio is insane. It reminds me of a Halloween event from a few years ago where the ration was 6-1 for the Halloween event rewards, where 6 female survivors got a Halloween shirt, and only 1 man did. I was very disappointed then as well.
BHVR has the power to help incentivize people to play less played characters more. I wish they leaned into that power.
Speaking of the last two original survivors, 1 of them could have been a part of the new rift. Either Shane or Tae-young with a full Egyptian cosmetic set (purple and golden recolors) would have been nice both for variety, and for promotion. If not, then at least Ace, (probably) the most popular male survivor. I wanna see that beautiful golden-white recolor on someone I play a lot. And I do play a lot of different survivors.
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@sp1nu_ said:
I feel like everyone is tired of the variants. That could be a whole new bunch cosmetics available to mix and match with your favourite survivors. I also wish they would tone down on accessories and outfit clutter that looks… ya know.
Variants are good for people like me who enjoy them, but also should take way less time to make. With variants, I assume that the devs "only" need to put new colors on already modeled clothes, accessories etc., whereas if they were putting new cosmetics instead, they'd have to first design them, them model them, test for clippings etc., which is a lot more work.
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The Egyptian theme is very cool, I dig it. However, there are problems with this rift:
- biggest problem imo: only 1 male survivor skin (Adam), and it's a single skin, without deep rift variants. It looks decent though. I mostly play male survivors, and it sucks that there are no male survivors in deep rift, so I don't have anything per say to look forward to…
- Zarina got a cosmetic with deep rift variants 2 rifts in a row… I do like her, and am glad that she's getting skins, but… someone else could have gotten a spot in this rift. someone who wasn't in the previous rift
- Kate's skin could have easily been a store cosmetic instead, and many people would have bought it. I do think it looks pretty good though. Again, someone else could have gotten a rift spot instead. Someone who might not be popular enough to warrant people spending 10 dollars on a single cosmetic, but definitely okay for being a part of a rift that costs 10 dollars as a whole
- the recolors from past cosmetics that change very little, where you have to really try to find differences
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@gossamergloom said:
For those saying Bhvr is "favoring Killers with cakes" I need you to LOCK IN.
Killers have ALWAYS gotten more cakes in their bloodwebs! Even back in 2024 (the last good cake year) Survivors averaged 30 cakes in one Prestige to Killers average of 60 in on Prestige. It's NOT because of favoritism, it's because Killers have less items in their bloodwebs, which allows the cakes to appear more.
STOP making this an "us vs them" argument and focus on the actual devs of the game who made the drop rate across both sides abysmal.
The issue is Behavior being disrespectful of players time. Full stop. There's zero good reasons why the cakes were moved from Common to Very Rare rarity. It's only going to have negative impacts. It's going to kill player morale and playtime. I've yet to see a single person defending this change.
My core group of friends that play DBD usually make a big thing of the anniversary. We take off work and we grind. We all stopped playing the anniversary already today. Less than 3 hours grinding today, a day which we all cleared our schedules to specifically grind because Behavior made the grind unrewarding. 2 years ago I got three times the amount of cakes for the same time played.
It's a shame too because I really like The Black Banquet mechanics and I absolutely adore Shane. But with the cakes at their current drop rate, it cheapens the anniversary overall. It feels like an F you from the devs and makes me want to go play something else.It's really sad that they also added Fog Vials (extremely useless item), so survivors' bloodwebs are also cluttered with useless vials with their useless addons. And with Map Offerings having been made useless as well (20% is a joke for next to no payoff), both sides have these useless items in bloodwebs as well. If something is (borderline) useless, either make it useful, or remove it from bloodwebs. No point in hoarding trash we're never gonna use.
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I was just about to buy everything from the Shrine as well, expecting that the Shrine refreshes every day, and that the perks are discounted from 2,000 to 1,500 shards, as it was for the past few years. And I just found out that that's not the case. :/
I can't use the bulk BP spending to get anniversary cakes, and I can't spend my shards that I was saving just for this, to buy bloodpoints. This year's anniversary's really hit hard :(
I was expecting something special for the 10th anniversary, but I didn't imagine it would be this…
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I have over 18 mil BP saved up for this event…. I really, really don't feel like spending 14 or more mil manually just to get under the BP cap and be able to enjoy the matches…. I really expected to be able to bulk spend them and get a ton of cakes.
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I am hoping that Diminishing Returns get removed from the game. DR have killed a lot of perks, and a lot of perk variety. People are more incentivizes than ever to run the boring meta. Like, why run a full healing build for funsies, when it's really not worth it?
In my opinion, there are 2 ways to handle this:
a) remove Diminishing Returns, which opens everything up back to build variety, so players can have fun and explore
b) keep Diminishing Returns, but then a lot of perks have to get buffed. Which is a lot of work. And even then, a lot of perks will have to get changed, to have different effects. Otherwise, you will get a lot of perks that are simply clones of other perks.
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Most likely due to the fact that the Map Offerings have been made effectivelly useless/worthless, so getting the map in the first place is something you can only hope for. And then a lot of the circumstances would have to align to allow you to both escape a specific generator, and then also escape.
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@ChaosWam said:
Personally I'd like to see luck reworked for things like chests giving better items/addons, and heck maybe even a % chance a charge isn't used when using an item with an increased chance for fog vials or something.
It's an outdated mechanic when it comes to unhooking yourself, even more so since Deliverance is far more reliable.Have you heard of the "deliverance curse"? xD
So many times I witness streamers bring Deliverance, only to be hooked 1st, and not get value from it. To ensure getting Deliverance value, one would need to stealth at the start of the match, avoid the killer until someone is hooked.
I too wouldn't mind if luck also increased the chance of getting better items from the chest. And also, I wish that BHVR would make the killer perk Hoarder like it was on the PTB - aside from spawning more chests, make it so the rarity of the items found inside decreases.
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@Elan said:
They should completely remove an option to unhook yourself. It's mechanic that shouldve left the game years ago.
I completely disagree. Being on hook is incredibly boring. Incredibly. You get to do nothing. At least VHS allowed you to move around as a ghost and collect stuff to speed up your recovery. And a lot of times in DBD, you get hooked, see that all 3 of your teammates are in Narnia, and none are showing any keen interest in coming to unhook you (even with kindred!). A lot of times even letting you rot for 70 seconds (I feel it should go back to 60), letting you hit 2nd stage, and then unhook you so you can get tunneled out.
One of my favorite builds lately (I play solo Q) has been running a build with salty lips, up the ante and slippery meat. At the start of the match I immediately seek the killer and engage in chase. Once I get hooked, I can instantly do something. I take the "lottery" risk by trying to unhook myself. A lot of the times it works, and I can instantly seek killer again to engage in chase ( not to go next). Constant action, always moving - it feels really good. And even if I don't manage to unhook myself by the 4th attempt (with slippery meat I have 6 attempts), a teammates usually is already on their way to unhook me, so either way I don't get to rot on the hook for an eternity (70 seconds). And sometimes all 6 attempts fail, and I hit struggle. But it's still okay - I still continue the game normally, but now with higher stakes. I love the thrill of luck.
Same with Dramaturgy - it's been my favorite perk for a long time now. Simply because of the "lottery" of what I might get from it. A suprising item? A scary exposed status? A cool speedboost? It's fun. If I wanted a meta exhaustion perk that works whether I'm healthy or injured, and gives double the speed boost than Dramaturgy, then I'd be running Sprint Burst (which I rarely do).
If BHVR would to do anything luck related, maybe just make luck offerings not stack (as in, make them personal). So, if a whole team brings a self-unhook build, it would have much higher stakes, but still be possible.
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I agree that killers need some basekit help. I'm not sure how basekit Pain Res would affect the game, but it doesn't seem like a bad idea. Especially if BHVR would make it so Pain res doesn't make you let go off a gen.
Some things that would help with consistency, in my opinion:
- killer never spawns in the middle of the map anymore, they always spawn far from survivors - this way, the killer doesn't waste a lot of time finding survivors, they always have a general idea of where they spawn
- survivor offering that makes everyone spawn apart should be gone. Too much power in the hands of survivors that messes up a lot for the killer (a lot of pressure lost/denied from the get-go)
- with these 2 above, basekit corrupt intervention is something that I've been asking for for years now. This combined with consistent survivors spawning system would make it so the killer cannot lose gens quickly at the start of the game
- every high mobility killer shouldn't be able to use their power for the first 10-15 seconds of the game; it's not fair that Dredge for example has to traverse normally to survivors, while Nurse, Blight, Ghoul, Springtrap or Hillbilly can instantly cross that gap, and activate chase way sooner that other killers; this is another thing that would aid consistency
I feel like, once these basekit start-of-the-match mechanics have been covered, it will be much easier to balance the game. Maybe even basekit Pain Res then.
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In my opinion, DR (Diminishing Returns) isn't good for the current state of perks. It kills a lot of fun combos (a lot of them not even necessarily strong), and further pushes people into running meta. Either DR needs to be removed, OR a LOT of perks need to be buffed significantly.
list of survivor perks that are mid or trash, and are basically worthless with DR in place:
- Bardic Inspiration - on its own, it's a bad perk. A lot of times you won't roll a good number, and even if you do, what does a bit more progress on great skill check mean? Not a lot. It was only worth running it with Hyperfocus, and now that's gone
- Better than New - bad perk. and now if a teammate you heal is already running a perk that affects healing/cleansing/etc., this will be very insignificant
- Blood Pact - already niche and very conditional in the sense that it's tied to the obsession, and you staying within close range within them (which is usually not efficient gameplay).
- Boon: Dark Theory: already very niche and situational, and now any fun combos are dead
- Borrowed Time: since the basic off-hook endurance (and especially since the 10→15 seconds of endurance buff), "nobody" has been running this perk. It's not worth it. Basically only fun came with pairing it with something like Babysitter. This perk is not bad. On the side note, in my opinion, basekit off-hook endurance should be reverted to 10 seconds, ast least in endgame.
- Botany Knowledge - best used with combos, now it's not worth it. 1 particular combo, that was already decent at best (self-care + botany) is now demolished (unless DR doesn't apply to this combo, correct me if I'm wrong)
- Champion of Light - fun combo-ing with Fixated is now less good. It needed skill to use, and I haven't noticed many people running it. But in proper hands, it was a good and fun combo to use.
- Chemical Trap - sort of niche, and now fun combo-ing with Champion of Light is making it not worth running
- Deadline - already a bad perk, which was mostly fun being used with other mid perks: well, now it's Dead
(…)
Actually, I'm gonna leave it here, or I'll be writing for at least an hour. I think that DR idea was nice, but the effect it has on game sucks so bad. Most of the perks are not worth running at all. Another potential solution to this problem is to reduce the total perk count by at least 50%, which would also mean you start making less perks per newly released character (best 1 perk per character).
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Yeah, I feel like diminishing returns has kind of killed a lot of perks. I'll only speak for the survivor side, anyone else is welcome to speak for the killer side.
Gen perks like Dustin's and Eleven's, or Thalita's, that add a bit to the gen speed are now complete trash. They were bad to begin with, but now they're useless. Want to pair them with Deja Vu? A big waste of perk slots. A teammate is running Quick Gambit and manages to loop the killer for a minute? Trash value from that perk, if you are already running a gen perk (like Deja Vu).
Wanna do a silly combo like Made for This + Boon: Dark Theory? It's a waste now. No-one Left Behind? You know, that rare perk that no-one runs? Now it's even less good to equip, because if you have another healing perk, it'll be a waste of a perk slot. Wanna spice things up with running Babysitter + Borrowed Time (no-one runs BT anmore)? welp, it'll be a big waste. BT become even more dead.
Alan Wake's perk for more skill checks, or Vee's perk for skill checks have already been mid at best. Imagine if you combo them: it's a waste. And if you thought about running those with Autodidact for fun? Welp, not really worth it anymore.
A huge amount of niche perks got destroyed with this update. I hope that you manage to adjust the system so that we're not at a place where it's only worth running meta perks, because any quirky builds (which often stack values) are now not good enough to warranty the use of perk slots.
If things stay like this, Chaos Shuffle is gonna be a sad story, too.
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I'd love this too. At certain times I just want to load into a lobby and not hear anyone talk. Just background noises like bonfire etc.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070781#Comment_4070781
Any kind of positive emote would be wonderful especially with how much fun the community has with bardic and one two three four
I agree! These perks are often used to bring wholesome vibes to the match, and we definitely could use more wholesomeness. This attitude also softens the blow if the killer hardcore tunnels etc. At least for me.
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Some of us don't want our survivors to insessantly yap in the lobby. :/
@PetTheDoggo said:
Thing is I would rather they don't change old characters sound, so we don't have Steve situation again.
I really don't want my main ruined, because someone wanted voice lines.
Same… If David for example would lose his current voice, I'd be really upset. I wouldn't mind him getting voice lines IF he could keep his current voice sounds - the sounds that add a lot to his charm, and a big reason why I love him.
With that said, I am not a particular voice lines enjoyer, and am also not a fan of having lots of survivors yapping in recent lobbies. I just want peace and quiet.
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I wouldn't be opposed to this, but mostly because it could be funny when the killer is memeing. xD
I also want an emote for survivors, where they make a heart with their arms (or at least hands). I see no way this could be used for BM-ing, or would detract from gameplay. It could only add more wholesomeness and good vibes to the matches.
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I would like the devs to bring back the OG Skull Merchant. First of all, the 3-genning issue has been predominantly tackled (gen kick limit, eruption rework, overcharge & call of brine nerfs), so that non-engaging playstyle wouldn't get to live again. If necessary, her old addons that impacted skill checks could get reworked as well. OG Skull Merchant was quite unique and I enjoyed playing as her. I never attemped 3-genning, I enjoyed using drones and tracking people.
The other suggestion is to undo the heavy nerfs that she's received. She needs 2 scanlines. She was never OP to begin with, people were exagerrating. When I faced decent teams, they knew how to dodge scanlines. You might think something like "oh but she got injuries for free". I disagree. You needed to be scanned 3 times for that to happen, and if you knew how to dodge the scanlines, it would take a while. Ghoul on the other hand gets free injuries almost guaranteed. Also unlike this version of SM, the Ghoul has an insane map mobility. A lot of killers have come out since Skull Merchant, that compared to her, are busted in 1 way or another. Ghoul, as I mentioned. Then Henry, who is pretty strong. Dracula is also very strong. Springtrap as well is quite decent. And don't get me started on Nurse and Blight.
Even the slugging playstyle was nerfed, thanks to the rework of the perk Knockout. Any remaining chance for slugging is something that many killers can do. If this is a problem, it needs to be solved globally. It's not a problem caused by SM. Blight is a much, much bigger problem in this playstyle. SM doesn't even hold a candle to him.
Considering that Skull Merchant was never strong to begin with, and that a lot of relatively much stronger killers have come out since her release, I see no reason why the devs wouldn't revert her to her 1st (active drone zones, a lot of macro play with tracking bia clawtraps) or 2nd version (2 scan lines, 3 scans injure). Her 1st and 2nd versions were fun to those who like her (and didn't use toxic playstyles), and she had decent abilities to win matches. Her 3rd version (current, gutted) is really, really bad. There is no justification for it, especially if you have cancelled her long-ago announced rework. (which you are free to inform us on)
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The new Fog Vials are bad and boring. My reasons why:
- If you use it when you anticipate the killer's arrival, but the killer has high mobility (Blight, Nurse, Billy, Sadako, etc.), then the Vial is completely useless. It doesn't matter that they cannot see the inside of the fog right away, because they can move super fast inside the Fog, and then see perfectly where everyone is.
- If you are on an indoor map, good luck guessing where the killer is coming from. You need to use the Vial and run a random direction, and hope that you don't happen to be running in a direction where you meet the killer. (exceptions would be if the killer just hooked, is coming towards you, and then you know the direction they're coming from).
- If you are versing a stealth killer, and have no idea they are approaching you, then you'll only realize it once they are close to you - close enough that even if you do drop the fog, they will perfectly see where you are, since everything is visible from within the fog.
The fog vials right now are useless most of the time. Not to mention boring. They don't really apply to fast mobility killers. Their best use was when they worked while you were within the fog. They just needed to be adjusted so that they would work equally on any map (rather than work really well on the Saloon, and not do anything on Fallen Refuge, for example).
And if you don't want to encourage the gameplay that the Fog Vials enable, then please discontinue them, because it sucks that our precious bloodpoints are being wasted on a really bad, not fun, useless item.
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I want the Lunar New Year event back too. I've noticed that sadly, there's been a downward trend in DBD recently: Lunar New Year event got scrapped, NO new Lunar New Year cosmetics this year (charms don't count), NO new Valentine's Day cosmetics this year. Most likely they even scrapped the St. Patrick's Day cosmetics. Like, what's going on? Why is this awesome variety being snuffed out?
I do like the upcoming PTB (from what we've seen), a lot of good changes. But why are we also losing an awesome part of DBD legacy? It's kinda sad.
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@UnicornMedal said:
Once they got rid of bug reports, it fell to the wayside. Ironically, their new bug report system is just as slow and unreliable.
13 days ago I reported a cosmetic bug on the new bug reporting website. 7 days ago I bumped it, asking why there's no progress on it. It still has no progress on it right now. 13 days with no progress, and when I'd report a bug on this forum, within few or several hours the status would change to "under review" or "acknowledged".
https://app.betahub.io/projects/pr-5642738318/issues/1237
The bug reporting system seems to be worse than before.
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Change of voice does impact the personal feel of a character quite a bit. With the old Steve's voice, my desire to P 100 him was pretty good (although I've had several others whom I really want to P 100 first). With the new voice, my desire went down to "maybe some day". I feel bad for people who've already P 100-ed him, and they have kind of a different character at P 100 now instead (new voice Steve).
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@Mag1cian said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050575#Comment_4050575
When he's vaulting you need to go away a little and once his feet on the ground you can do it.
Thank you! I'll try that. This ability to vault back over him was the No1 thing that made me like versing Ghoul. He still gets injuries for super free, but at least we've got something in return :)
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If they could let us choose which voice for Steve to activate (and that chosen voice would be heard by everyone in the trial), then that would be amazing. That way, people would be able to choose between the iconic Steagull, and the new voice.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049683#Comment_4049683
Are you running in a unpredictable pattern aswell, look at him or listen for when he charges the attack???
I am running very unpredictably. I haven't paid too much attention to looking at him or listening for the attack, but the problem is the telegraphing. As soon as I saw any hint of the attack on the floor, if I'm not at the edge of it or outside of it, I get hit.
It feels very similar to dodging the Nurse's blinks. I'll try paying more attention to where the killer's looking, maybe it helps. Thank you for the tip.
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My guess is that people with super low pings are not affected by it (much), so they're having a hard time understanding where I'm coming from.
@TsukiYurei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049669#Comment_4049669
1.5 seconds keep that in mind to avoid or leave the area.
It’s not about your fun alone it’s an horror game, That’s why you should really play both sides it really helps.
And it’s seems you’re targeting the strong killers only.
Play both sides, Learn & adapt there nothing wrong with those killers as a whole.
Jesus the tribalism on DBD is saddening.
The game shouldn’t leave the power with the survivor role alone, The killer meant to have a slight edge.
It’s 1 vs 4 remember that.
Why are you assuming that everyone can afford the new killer/DLC today. Some people will in a week, some in a month. But also, you're just going with the idea that I'm just complaining for the complaining sake, which I'm not. If you read what I'm saying you'll see that I don't have that kind of problem with Pyramid Head. And that I've been unable to dodge Vecna's attacks on the PTB as well. I'm genuinely trying to dodge them. I versed him a lot on the PTB, it's not like I had only 2 matches against him and I can't be bothered to learn. I have genuinely tried… and I just can't dodge the attacks (unless I luckily guess where he won't shoot). It could very well be heavily ping dependant, or something.
But if that's the case, then only the super lucky people with super low ping will be able to dodge his attacks. And that just leaves a whole bunch of the community frustrated. I wish we all had superb internet. But that's sadly not the case. Not all of us live in the city where the servers are located. Or even country.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049676#Comment_4049676
What do you mean you cant see it? the actual animation does not show up for you???
Record your screen with your phone, there is an animation that is supposed to show up.How do I put it.. it feels faster than with Pyramid Head. I am genuinely trying to dodge it, and some times I can randomly guess where he won't shoot, but it feels like luck. The second I catch the glimpse of the attack, I usually cannot run outside of the AoE. Maybe I'd have to have super low ping to be able to react in time? I can deal with Pyramid Head's attacks, but these are much harder for me. :/ The BIG Aoe I cannot dodge at all, it spreads so fast.
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I am all for a challenging killer, but killer whose attacks I am physically unable to dodge is just BS. And I'm complaining because this same problem was present on the PTB. I didn't enjoy it then, and I am very disappointed that it's still undodgeable. At least Pyramid Head's attack is sufficiently telegraphed, so I can do something about it. Vecna's attack just appear and hits, I have no time to react. No fun at all. How is it fun if I am physically unable to dodge it, and I just have to predict where he's gonna shoot, because the second I see his AoE forming, I am unable to step out of the area.
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@MechWarrior3 said:
He's all about mind games. Makes sense for this killer? Unfair to verse? Not at all.
He charges a ranged attack that I cannot see until it's too late, and he gets free injury on me. How is this a mindgame? It's pure guesswork. It's not fun at all. This is simply about me getting lucky that I guess a direction where he won't shoot. At least Pyramid Head's attack is telegraphed. Vecna's isn't, or isn't enough, 'cause I cannot see it.
Plus, his big AoE attack I cannot outrun. It spreads faster than I can run, so it's a guaranteed injury. What mindgame? There's no mindgame here. It's just a case of whether I'm running Sprint Burst, and if it's ready to use.
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The OP's suggestion isn't bad, and I understand where they're coming from. In particular, if a match was bad for you as a survivor, being able to move on more quickly improves the experience and lessens the frustrations. The abandon feature on the last man-mori already feels much better than having to stay there. You dip, move on, and aren't really incentivized to be salty in the end chat, because you've already left. And since the killer doesn't have to witness salt in endgame chat, it's a better experience for the killer, too.
I've deleted this part, because in hindsight, I felt like it wasn't adding anything constructive to the topic.
Even Final Fantasy XIV has built-in skip-cutscene option. You are in a party, you defeat the final boss, and without the cutscene, you can move on if you want.
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She needs 2 scanlines on drones, not just 1. Just 1 is useless against everyone that's not a beginner.
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I agree with the inability to see auras while charging her power. She's strong enough that players playing her shouldn't suffer from this change. I am not sure about other proposed changes though.
What I really want is to be able to stun her anytime. If she's blinking through a pallet, let me stun her (similar to Spirit). And let me stun her during fatigue. It's ridiculous that I cannot stun her while she's fatigued. Stunning should also deplete all of her charges, and they would start refilling only after the stun ends. This would also tackle the problem where she can insta blink to a survivor after the stun from DS ends.
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yeah, I miss that too! It gave a charm to the trials, and it was fun wondering if that was a character, or just an AI. The only issue was with the framerate they were moving, 'cause it was different than characters (real people). I hope they bring this back, too.