C3Tooth
C3Tooth
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@FrostySeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760573#Comment_3760573
How did you completely misinterpret what I said? Don't put words in my mouth that I never spoke, properly read my message if you wanna criticize me.
First of all most Killers win most of their matches. Why? Simply because there is no proper MMR. Back when MMR was first released it was incredibly strict causing everybody to complain that all their matches were sweaty. BHVR listens and over the course of a few years, they made it infinitely more forgiving to the point where high MMR doesn't even really exist, it's just very low, low, middle, and then everybody is grouped together past that. This makes it so that someone with 700 hours can go up against someone with 8000 hours, causing a large disparity in skill. Combine this with the fact that solo queue gathers 4 random people and that results in the chances for a competent team to actually be formed incredibly rare. And it's because of that most Killers win most of their matches. It's mostly skill obviously on the Killer's part, but the fact that there may be one, two, or even three bad players gives them a huge advantage. My point is that just because I win most of my matches doesn't really mean anything. If the game is unfairly giving me an advantage by making one or two of the survivors bad then I just don't like to count those matches because I was always going to win them, they're just filler. Imagine if you were playing any other game and you knew that for the next 8 matches you were going to go up against a team that was way worse than you, and then only afterward would there maybe be a chance you'd go up against a group of people who were on your level, if not higher.
What I'm complaining about is if 4 competent survivors are grouped together and all 4 of them understand gen efficiency (Understanding when to heal, when to focus gens, etc) and they get just a half-decent map then it becomes incredibly difficult to win depending on what Killer your playing. Should I have just not queued up as the Dredge at all knowing that I'd go against 4 good survivors on disturbed ward? Maybe it was a Skill issue on my part, but it's not an uncommon sight nowadays to see even good Killer players struggle against a competent team of survivors who know what to do with gens.
All I'm asking for is an equal footing against people at my level. Like I clearly stated, sure, if I'm playing Hillbilly, Blight, or anybody that's very strong I have no issues, hell sometimes I even enjoy the sweaty games, but if I'm playing a weaker Killer or not bringing a full meta loadout then I just lose if I get a map that's even slightly favored towards survivors? I just get to go on a few chases before the games already over in 6 minutes? It's the equivalent of landing in a battle royale, having no items in your area, then being sprayed down less than a minute later by a fully kitted-out squad before you've had the chance to even do anything.
Both quotes (mine and theirs) were twisted and stupid. Needed to make the point.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760054#Comment_3760054
I'm not convinced. At all. How does Huntress having 7 hatchets, which she could already do before with an add-on, make her ##### dead? How do Trapper, Twins, or Knight's changes make them ##### dead? You could argue they've been made simpler, but since when has that necessarily meant that they're stronger? Because that's what you're implying. Spirit lost all her mind-game-iness and has become simpler, because survivors can literally hear your direction now, and so she's way weaker. Same for, idk, Freddy. His add-ons are way simpler since his nerf, with crap like, "You hear survivors' footsteps louder." Did that make him stronger?
I used the brain dead on Trapper only, my old main.
The other killers, they want them to get more kill, which generally easier to play. If Devs want survivors to escape more, of course they must give a buff, the first thing you would say is "they made survivors easier to play", which technically correct.
I spent 90% of killer games on Trapper for years, and played without slowdown. He required mind game, extreme map knowledge, path chaining between tiles, path manipulating to success a trapping. Now he's just M2 at pallet then catch with Haste, if this isnt brain dead, I dont know what else is. He needed more QoL, but this isnt what I wanted.
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@IronKnight55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760562#Comment_3760562
Finesse is the perk I'm most interested in. It was enjoyable on the PTB when combined with other perks.
I dont do well in chase so perks like MFT and Finesse that only work if I can squeeze everything possible mid chase to get a value, dont work well on me.
Juke perks like cut loose, QnQ, Dance is more preferable.
Hardened may be funny against Doctor but half Doctor are bots and afk.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760361#Comment_3760361
He's got 3k hours and complains about how stressful killer is. To me, that means he knows what he's talking about. Most people who post complain about things like, "The killer's able to find me, and that's unfair.".
I win most of the time without breaking a sweat but sometimes losing once and thinking Gen speed is issue is close to "once upon a time survivors do Gen when I fail to pressure, and thats unfair"
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Alan's perks can create fun combos with others, flashlight & skillcheck. I dont find it on Lara's. Im not going to get her. Horror or not, I dont really care on that part.
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@Blueberry said:
The game should be based around hooks more than kills for mmr.
Killers who make 6 hooks 4K then keep getting easier game than killers who try to make the game fun for survivors and get the first kill at 9th hook is always the worst idea in my book.
Youre welcome to try hard and looking for easier way to get more kill. You should get a team who try hard and looking for easier way to escape. Thats what MMR stands for.
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@AggressiveFTW said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747108#Comment_3747108
I'm just saying that no Killer that doesn't have mobility have poor chances to win if the survivors are very efficient on gens and in chase. The most obvious ones who has best chances to win is Blight and Nurse. But Deathslinger and Huntress are both slow AND doesn't have any mobility ability. The Killers who has mobility has best chances to win because time efficiency is key in this game.
For one thing I know for sure that most of you, and of course me, not even reach to the top 30% best players but just average players who keep bring up the top 5% players games as an excuse to asking more buff so average killers can win even more against average survivors.
Im up for Devs to create a comp mode where only 3-4 players SWF who are as good like Ayrun, with some more killer buffs so killers can satisfy the scenario of Huntress is no more struggle against great teams.
But even then, I dont think any of killer here dare to start a game with comp mode. Average killers only want the buff, not to face against great teams. The buff you get would not cover the skill.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760049#Comment_3760049
Which changes are you talking about? The only changes she received were straight up buffs.
A few people dont appreciate the buff. Their current state usually the most ideal to them, the killer may lack something, but that's why some people "main" them, they spent alot of practice and times to master the killer and strategy, now everyone can do the same for less effort.
I dont like how they changed Trapper, despite he's alot stronger now, but the game play feel brain dead.
I know people who dont like Twins & Knight buff.
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The first change is to make it not work on multiple stories maps.
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@SpitefulHateful said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759528#Comment_3759528
No, I'm just saying that this is the result of behavior nurtured and approved by community.
Its the result of failed parenting.
My first tim getting bullied by 4 people swf with old SWF made me angry and made the game unfun for other survivors. But I never wish others dead.
OP was complaining about someone else wished OP to dead and the first thing you think is to blame victim. -
@SpitefulHateful said:
https://forums.bhvr.com/dead-by-daylight/discussion/419999/people-in-this-game-are-going-way-too-far
You reap what you sow.
Being a winner and humiliating your opponent in every way possible is all that matters to people playing any kind of multiplayer games. So, even if players started the game relatively friendly, they learned the rules the hard way.
Hang on…are you really defending the behavior of a person wishing someone dies???
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759445#Comment_3759445
Ace I sort of get, since Hag isn't included so I don't see why he should be. But Doctor isn't included - it's the OG 3 + 2 free chapters - so Feng I don't understand. And then there's Mikaela, who's just there for the vibes I guess?
They said each survivor will have their own class right?
It can be Dwight who gives buff aura to others, Meg is a runner, Jake is a sabo, Claudette is a healer. Each of them seems to have their own unique role. May be Fengmin is a gen-ner. David is a tanker, Nea not so sure, perhaps she's about items. And Mika is a totem seeker.
Just my guess. Mika is the first survivor to have a role around totems.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759420#Comment_3759420
Okay, let me explain this.
Pinhead is a macro Killer. This means that his individual chase can be weak at times, but he has a power/ability to make up for it, one that affects multiple Survivors at once.
If a Survivor with DS or OTR is doing the Box, you can chase them, or you can let them be. If you choose to chase, you can down them. When you down them, you initiate a Chain Hunt automatically, without picking them up. This means there are literally zero negatives, not only do you not need to pick, but you also get massive pressure by having a slug and a Chain Hunt up at the same time.
Your comment about Pig Boxes tells me quite a bit and confirms what I had suspected. Pig's Head Traps do not need to disable DS, OTR and other perks. That is a ludicrously biased and short-sighted idea. You don't need to give Pig any more excuses to camp Boxes and force boring playstyles.
You will also be massively buffing all of these Killers:
Trapper (Disarming Bear Traps disables anti-tunnel)
Hag (Wiping away Traps disables anti-tunnel)
Pig (Removing RBT's is now Conspicuous)
Plague (Cleansing is now Conspicuous)
Demogorgon (Removing Portal is now Conspicuous)
Twins (Kicking Victor is now Conspicuous, also crushing him)
Nemesis (Removing T-Virus is conspicuous)
Pinhead (Solving Box is Conspicuous)
Artist (Removing Crows disables anti-tunnel)
Onryo (Removing Condemned now disables anti-tunnel)
Dredge (Locking lockers disables anti-tunnel)
Wesker (Removing Ouroboros disables anti-tunnel)
Skull Merchant (Disabling Drones removes anti-tunnel)
Singularity (Using an EMP removes anti-tunnel)
Xenomorph (Picking up a Turret removes anti-tunnel)
Unknown (Interacting with a Hallucination disables anti-tunnel)
Vecna (Interacting with a chest or item disables anti-tunnel)
Surely, you can see how unbalanced this is going to be. All this does is encourage boring and bad playstyles.
I leave this topic.
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Make Hex perks lower risk with lower strength. Act as a side objective for survivor. Using a single Hex perk can force survivors to cleanse 3-4 totems. And because it only activated after a hook, so survivors spawn next to a Hex and cleanse it is no more possible.
I dont think Hex perks should get a buff, but changed how they work, at least that killer dominate the Totem game.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759417#Comment_3759417
"not any reason to"
apart from the fact that survivor abuses anti tunnelling protection to do a risky / dangerous secondary objective that's supposed to stall the game but isn't because that person is doing the only available objective, thus optimizing the time of his team which is doing gens.
and tunnelling them isn't really working out bc they have those perks up and you're not pressuring the rest of the team that is doing all the gens freely uncontested, meaning you just have to give up box.
same goes for a bunch of other killers with secondary objectives.
there's not really an actual reason to rush to complete secondary objective ASAP against any killer, even pig, and still deserve to have antitunnelling up.
the only feasible excuse is that people can suck at the game and not make correct call, losing their protection, but at this point, they need to learn.
Are you going to suggest these should disable DS, OTR:
- Disarm beartrap
- Unlock RBT
- remove Hag traps
- Remove Artist's crows
- Remove madness
- Mending from Legion
- Use Plague fountain
- Look at Ghostface
- Remove Demo's tunnel
- Remove Victor
- Crouching over PyramidHead's rites of judgement
- Using Nemesis vacxin
- Using Wesker spray
- Using Sadako tape to not literally get moried
- Disarm Skull merchant drone
- Pickup Singu EMP
- Using Xeno flame thrower
- Remove Unknown hallucination.
- Open Lich chests.
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@Spirit_IsTheBest said:
Whenever I come across another Ada, me and her are inseparable, and will work together to make the killers life miserable, or any other Resident Evil character I come across.
Everytime I see an Ada and Leon in game, I will act like I tunnel Ada just to see if Leon gives his life for her.
Lore accurate, Leon almost always try but fail most of time.
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Im afraid someone will say "you should just do Gen then" when Gates are not powered and "killer deservs to secure a kill" when Gates are powered.
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I personally dont like bringing back the dead.
@Sarrif said:
I'd say keep it at revive 1 survivor in exchange for one hook state. Being able to revive everyone is a bit too strong though it would be good to encourage killers to not tunnel as much.
Spending 2min to bring back 1st teammate, when 2nd one is on hook and 3rd one is in chase is a really bad move.
The game isnt about killer chasing 1 survivor while other 3 sitting on Gens at all time.
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Two distract killers, the rest doing Gens.
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I think this habit starts to grow when you stay away from society for so long, you lose the thinking that other people actually exist, and not seeing internet people like people, but just…internet part.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758705#Comment_3758705
She's not lmao.
She's one of the most popular Killers and her KR is middle of the pack, which is to be expected from a free Killer that is fairly difficult to learn, both by having a crosshair-less projectile and by being 110%.
If Devs buff Huntress to carry 7 instant down hatchets, they still say its justified.
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@miniwengsel said:
I understand how you can think killers are op, if you have a 80% death rate. Do you know who has an eascape rate that low? Beginners. For Beginners the Killer always is overpowert and not becoming better at the game doesnt make you better. So stop complaining and start work on yourself to get better. I play both sides like 40 Survivor /60 Killer Its true, that I have indeed an higher kill rate than 60% Im at 76,61% at the moment, but guess what my escape rate is also on 61,96%. Now comes the funny part as killer I use the meta perks with good addons, but nothing higer than green. As survivor I use perks that give me somthing but are far from Meta. (Aftercare, Any Means, Leader and Alert) and no Items. If I would play the strongest every game I think I would deffenitly reach mutch higher escape/kill rates. If you invest more time you will get better.
Also most of the survivors, that dc and give up dont do it, because they dont think they can beat the killer most of them are just salty kids, that cant think about there own mistakes that they made.
I had over ~72% kill rate as Myer, no slowdown, first kill at 9th hook.
Should Myers get nerfed?
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I wonder, what if Beast of prey simply remove red stain? Is it op?
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758147#Comment_3758147
https://us.v-cdn.net/6030815/uploads/YA0NAWLUFQ0Z/capture-png.png
The devs HAVE defined a win. That's where the whole "a 3K is a win for the killer in the system" came from. I believe it was in their MMR live stream iirc.
That's why a win is defined in the wiki as a 3-4K as I posted earlier.
DBD is not sports.
I haven't seen the devs say they consider a draw "half a win" but if there's any clear clarification on that aspect I would like to see it. The vast majority of the community considers a 3K+ a win based on what the devs have stated. If that was incorrect I would expect they would have said something by now.
You can say 60% killrate is not 60% win rate. I agree, because it can reach to 80% win rate with 60% kill.
In the end, survivors' average win rate is 40%. Four-ty. To make killers to have win rate that low, they never lose.
Green for escape, Red for death.
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@ChaosWam said:
Honestly I think it's the XP multiplier.
I keep seeing survivors afking and just trying to get through matches ASAP, even against trapper and freddy.
What does XP even do in this game?
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This is what I understand with MMR. Let me make it extremely easy to understand.
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Boop to kill switch the Pig
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757204#Comment_3757204
It sounds like toolboxes and gen perks are the problem rather than gen speeds.
Its the toolboxes, not the perks. A Brown toolbox works better than Provethyself. Most survivors' Gen perks require to do something else but Gen.
I think toolboxes now should just give skill check only. And double the charges, so you relied on your great skill checks to boost the progress.
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@Blueberry said:
Can you not passive aggressively target people? We can have normal conversations without that.
I wasnt planning to discuss from creating this topic. I will just see which point is truth.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756265#Comment_3756265
Oh yeah the game is balanced around tunneling at the moment for sure. That's the thing, people just want tunneling removed, the end. What they don't realize is if it was removed completely it would come with significant killer buffs which I doubt any of them would be cool with.
First point. There was a topic a week or two ago claiming tunneling only happens around 8%. With average of 57% kill rate. By that tunneling stats claim, the game is not balancing around tunneling. Are we going to agree that tunneling rate is high then?
Second point. For me, Im not against killers' buffs. But if Devs give Huntress 7 iri hatchets basekit, that broken thing still not stop killers to tunneling survivor. It happened with buffed Eruption.
When there are buffs on survivors. Killers bring up scenarios that top MMR SWFs would make the perks combo broken. Same to killers' buff, still feel dirty with that Huntress buff patch because there are Huntress that still tunnel casual survivors.
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@DragonMasterDarren said:
Try not bringing a item, congratulations, you have just wasted 50% of the killer's total perk slots by doing literally nothing
Im sorry but…who brings Franklin and WA seeing no survivor bringing items in the lobby? You?
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@SOULWARRIOR71K said:
or how about we stop with the hand holding and actually require game sense? Both sides already have UI prompts, aura reading etc that help out a ton. Let people have to use their brain every now and then please.
Game sense =/= memories.
I can guess where 2 survivors healing each other without any tracking perk while the 3rd survivor unhooking the 4th. But I cant remember if a Dwight hooked twice.
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You can always tell there will be a drawing in the post just by reading my name.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755976#Comment_3755976
Reduced to boring area/loop denial?
If you were/ looking for consistent results thats always been his best way to play
I hate that game play. It makes him like Artist. M2 at pallet, survivor forced to leave loop. Then he catches with Haste.
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I will never forgive the Devs
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If the other side plays like their life depended on that winning, either hard tunneling killers or multiple Gen boost perk/items teams. Im not going to make it hard for them, here is your win.
Hope I saved you and your family today, goodbye.
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@Yharwick said:
Beast of Prey, please make this perk actually do something.
Remove red stain by default?
@GreyBigfoot said:
unnerf pharmacy please
especially since resurgence is getting a buff and i loved pairing that with pharmacy
Medkit nerf put the end to Pharmacy completely. I think to remove requiring injured status.
Change from unlocking to scavenge. Giving 1 medkit only, but with syringe.
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A few game today
- Xeno:
- Legion: actively chasing other survivor, even if healthy.
- Huntress: I was hard tunneled
- Spirit: a teammate was hard tunnel
- Wraith: I was hard tunneled
- Slinger
- Skull merchant
- Xeno
- Pig
Honestly, had tunneler 3 times in a row made me feel turning off the game.
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@Crowman said:
i think it's fine. Adjust the timing so things like ds and pallet saves have a bigger window before the survivor gets hooked.
It's an event you can opt to play. It doesn't need to be balanced.
Just a question.
What did you think about Snowman tank a hit for survivor?
Or Halloween that survivors can disappear mid chase to another map?
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Counter healing, Sloppy probably the main perk that killers use. Apply Mangled & Haemorrhage.
For direct healing, survivors have Botany. For passive healing, they have Solidarity.
- Botany is more useable than Solidarity for simply it save 5.5sec per healing to other survivors. Botany requires both of you and teammate being injured. The situational makes Botany an upper hand.
- When Sloppy applied. Botany turn a 20sec healing to 13sec. Solidarity has to go through 20sec healing BUT NOT able to use the passive healing. Botany again, an upper hand.
- When you dont have enough time to make 2 heals but only one of you so you can make unhooking.ect . Botany suits for the situation that you can go save after 10.5sec of healing. Solidarity requires 16sec to heal and its a waste if you dont get both healed. Botany has 3rd upper hand.
- When you're in mid healing and killer is coming, Botany can make one of you healthy to tank and hit and both run away. Solidarity cant do that. 4th upper hand.
Survivors dont use Passive healing NOT because of the number, but it does nothing to Mangled and Haemorrhage makes it completely useless. Botany still being useful against Mangled, and not affected by Haemorrhage.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754934#Comment_3754934
Which is fine bc it's a killer perk vs 1 of 16 survivor perks. I also don't think survivors need more healing buffs since the devs walked back several of the healing nerfs already
Did they make selfcare 50% again? Or Medkit with 4 healing? And self healing with CoH?
Can you show the patch?
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754959#Comment_3754959
Sure. And I'd have no issue with the person I replied to showing examples of average survivors vs average killers to make his/her point. "Hens can do it so anyone can" doesn't hold weight imo. I've seen you're in another thread regarding comp players and you acknowledge that of course the comp player, being the better player, would be expected to best their opponent.
There are people who can have hundreds of win streak as Clown, so can they. But for some reason they dont agree on that.
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754675#Comment_3754675
Why the hell is the Trickster wearing the Trapper's clothing??
Is there some lore we're not aware of? Is this an unspoken and scandalous relationship nobody else has been aware of until now?
Evan before the Fog. I like to draw him, wish devs give him this skin.
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Ignore me, Im just here throwing drawings.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754563#Comment_3754563
Never said they didn't, a good handful of the latest cosmetics look like cosplays too, however cosmetics like those two you've posted and cosmetics that are similar to those two aren't any better.
I quickly copied their first 2 drawings because I was starting the game. These are the other 2.
Completly mix-able, if there are more like these.
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754519#Comment_3754519
I'm not a huge fan because yeah, it gives the boundary of the map actual gameplay instead of being giant deadzones - I think the fallen logs are quite good in that regard. But I don't like gens and killer-specific items spawning there because not only does it make access annoying, it increases the 'real' size of the map that the killer has to patrol, because survivors now have a reason to be in a zone that they would only ever be hiding in in any other map. It's rough on killers without mobility.
Also, finding hatch on that map is a nightmare.
Killer's objects laying at boundary is why it feel so bad, for Plague and Trapper. Which is why I suggested to have them spawn at least 16m away from boundary. They made that traps spawn near Gens to prevent that (except Gens in Swamp spawn at the boundary, so same thing still happens)
Maps can shrink, but boundary should be playable.
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@NODD3RS said:
scroll wheel for survivor callouts like the ones on dbdmobile
This is the only thing left that Solo needs. And desperated so
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@Smoe said:
Hard pass.
Also these are anything but casual, they look like they been to a cosplay convention.
the current cosmetics dont look like cosplaying???
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754262#Comment_3754262
It's the only realm I don't like getting on either role. Spawns are in the assbackwards corners of the map for no reason (miserable for Plague and survivors vs Pig, or in games with hex totems), dead zones galore in the middle of the map, it generates the most confusing structures in dock and bottom of grim pantry and running them is blind guesswork. And I have poor eyesight and the ubquitous murky greyness really doesn't help me there. I'm pretty much pure sound tracking on this map, it's so hard to see anything. Never mind that there's nothing visually appealing about it.
I do like the flock of crows that reacts when someone enters the main building, though; I think that's a cool feature for a bit of map info.
I actually like it, not the graphic though, but the layout. It makes the boundary has meaningful game play. Unlike other maps, saying the map is large but there is a huge number of tiles are map boundary that give no game play.
Currently only Auto heaven has a few loops at boundary that's not completely useless like Haddon.
















