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Cetren

Cetren

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Cetren
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  • Who is the guy going through the thread downvoting every single person that says Billy lmao

  • Actually begging BHVR to never add Darth Vader to this game.

  • @katoptris said:

    I missed old Freddy and I mean before his power overhaul. The current freddy is fun for me with pallet but beside that he just not as fun as to me.

    I can't help but feel that the love for old Freddy is some very deeply tinted rose colored glasses. I still remember sitting next to someone working on a gen having to restart the process of pulling them into the dream world over 6 times in a row because they'd just let the skill checks fail, or losing out on kills in multiple matches because the autoaim would end your lunge on an awake survivor even though you couldn't hit them, while the asleep one ran just in front of them out the gates. New Freddy certainly doesn't feel as thematically accurate as old Freddy but I feel like as far as dbd gameplay is concerned new Freddy is definitely in a better spot.

  • @Brokenbones said:

    It actually wouldn't surprise me at all if that's where the idea came from, Red Hook (Darkest Dungeon creator) is very aware of their modding community and frequently does community mod spotlights!

    Also, the other deep rift recolours for the heroes are all taken from the game, I believe darkest dungeon 1 mainly?

    Love that we got a shambler portrait, easily the most terrifying random encounter in the game if you play torchless.

    Shambler is iconic, my only regret is that we didn't get a shambler dredge skin. (Or Reynauld, or The Fanatic also would be good easy skin choices.

  • I think it makes it easier to setup your second dash. If you're trying to hit someone around a loop, you don't want your first dash to send you flying past it only to have to dash back to the loop. The shorter first dash can be advantageous.

  • I feel like I imagined this perk moreso protecting your generator progress from regression events as opposed to giving it permanent charges. Maybe something like, generators within the boons radius cannot be kicked by the killer until the boon is snuffed or something instead, as an alternative to blastmine. Reveals the aura of the boon when within 3 meters of a protected gen.

  • Honestly I wouldn't stress too much about it. As long as you are trying to articulate yourself in a clear and respectful way, the upvotes and downvotes are somewhat meaningless. People will downvote you for simply disagreeing with you or disliking how you said something. Worrying about it isn't just pointless, its actively harmful. The people on these forums are going to be far more extreme in their positions than probably 95% of the dbd player base. Carrying too much over the upvote/downvote system is a lost cause. Just express what you think and know that for the 5 downvotes you get on these forums there's thousands of players not on these forums that probably agree with whatever you're saying.

  • The way you can have fun is by queueing as survivor while you wait for your killer games. There's no reason you and your friend can't benefit in half your games from all the things you're complaining about.

    Survivor is intentionally stronger because 2v8 requires a far higher number of survivor players. If survivor wasnt easy to use in this gamemode your killer queues would be even longer.

    Legion was removed because he was ass to play against in 2v8.

    in 2v8 Comment by Cetren
  • Please do not being Onyro into 2v8. That ######### is so ass with random teammates even in 1v4, I cannot even begin to imagine trying to get people to run tapes in 2v8.

  • Not going forward with the full anti going next package was a mistake. I wish they would've implemented it and then worked on ironing out the false flags and fine tuning it. There are still way too many people throwing games.

  • Its frustrating but with achievements that you have less control over like being sent to a specific map its best to just forget about it and enjoy playing the game. Throw on sole survivor as a permanent 4th perk slot and lock in if you do roll RPD to ensure you can get the door escapes, but other than that just don't burn yourself out and you'll get it with time.

  • Honestly having watched the video I hope that things go as well as they say they will. Fixes for "long term gameplay issues", seeing teammates perks, having more polish on upcoming chapters, an MMR rework, and rewards for good behavior would go a long way towards making the game more enjoyable. If they deliver, which is sincerely something I hope they can do.

  • Guide was always useful assuming you could consistently hit great skill checks (and maybe bring a friend or two who can do the same). The nicest change is going to be them having a bit more survivability and utility through the wiretap. Blast mine will be nice too. Gens regress quite quickly compared to 1v4, meaning that it is quite advantageous for the killers to kick generators.

    The legion changes will be nice too, even when you did escape 2v8 legion ended up feeling quite oppressive, after just a couple of hits they were so fast you can even camp the pallet against them because they would end up on the other side after a swing.

    What I'm looking forward to the most is play while you wait. I love 2v8 because I can play killer with a friend. I'm not opposed to playing survivor at all, the bloodpoints are nice and the playing against two killers usually brings some refreshing and different gameplay, assuming you don't load in against legion every single match. Play while you wait will go a long way towards helping queue times, which is probably the number 1 pain point for 2v8. Very excited to see it return.

  • @ThatRyanB said:

    I totally hear the frustration here and know I personally can't change how these nerfs feel for you, but I do want to make sure the feedback I'm bringing back to the team is as specific as possible and as representative of your experiences in the game as possible. With that, it makes it easier to advocate for changes.

    If you don't mind me pulling this back a step to dig into the details, I'd like to ask two specific questions:

    1. Of the two recent nerfs to Fog Vials (reduced opacity; max 2 charges), do you feel that one of these in particular pushed the item from feeling viable to feeling like it's not worth using? If so, which was it?
    2. If you could make one specific change to Fog Vials that'd push them towards being an item you'd enjoy using, what would it be?

    I hear the more general feedback (and rest assured, it's being collected and shared with the team), but if there are specific facets of the recent nerfs that felt most impactful, I want to make sure I'm giving them my particular attention. That, and things that could make Fog Vials feel better for you (like the great suggestions of increasing the total charges a little more).

    Keep limited uses (but honestly, increase them because 2 is nothing), revert opacity change. Impactful but limited is better than unlimited but not making a difference.

  • Fog vials need one OR the other. Either they need to have some limit to how often they could be used so that you can run the item out of charges like every other item in the game, OR they needed to be less effective if they were going to be the one item that was time instead of charge based for consumption. Both nerfs were definitely not needed, and the fog vials are extremely underwhelming now. I don't know why BHVR is so hot and cold with taking things slowly. Kaneki is released and is totally obnoxious and he is slowly tuned down over several patches. Fog vials are introduced and they are slightly overtuned on certain maps and BHVR takes the axe to it on the tree stump in the backyard. Can we please find ways to make things useful while being manageable? I will say while Kaneki is still frustrating, I much prefer the approach of frequent fine tuning to immediate major changes.

  • It's definitely frustrating, but genuinely do think the game is a better place with map offerings not being so prevalent as they were before. 5,000 bloodpoints to make or break a game wasn't a particularly fair or fun game aspect.

    It can be frustrating if you're trying to go for achievements, but thing you can do is just play the game and forget about it. You're going to escape on that map eventually, just make sure you're on that gen when it pops if possible and you'll have the achievement and never think about it again. If it has an aspect of random chance, trying to force it will just be frustrating and fruitless.

  • Would love to hear an explanation? It was broken, then they fixed it. They extended the event by a week giving everyone millions and millions of extra BP in cake. Its fair because its completely free and they didn't have to do it at all.

  • They did it with adrenaline so at least we know that its possible even with spaghetti code.

  • 7 hatchets basekit just feels like way too much, dodging 4 hatchets in a row used to be really thrilling, now it doesn't help you out nearly as much as you think it would. I think that change should be reverted, other than that she's mostly fine.

  • You don't dodge them, you keep them from getting close enough to land. For a heat seeking missile it doesn't have much range.

  • I have the same confusion as you. Knight's power is not lacking counterplay given he completely loses collision. The only time that the pincer attacks even matter is if you're injured, and Knight is far from being the best killer at taking advantage of a survivor being injured. Its already easy to either hold W or eat the M1 and completely reset the chase. Banners spawning so quickly makes it disadvantageous to stay and chase with a guard and it makes it meaningless to snipe with guards from farther away too. Sure jailor has a super long chase and banner spawn time, if they want to adjust that a bit thats fine. Otherwise, not a big fan of this change.

  • If you use the bulk BP spending feature, you get the normal amount of cakes. That's what I've been doing on my P100's.

  • Most achievements I prefer coming up with a strategy or dedicating the playtime, but getting survivors in the security room is just extremely difficult. There's no real way you can play the game to influence survivors to ever use the doors. I would farm this one and not feel bad about it.

  • They have a different weakness, survivors can use them to transport themselves across the map too, as well as reveal the killers aura to the entire team from across the map.

  • I don't really understand all the comments here if I'm being honest. Looping has received the EXACT same treatment. The idea is that you cannot stall the killer forever. Stealth and looping are two sides of the same coin, buying time for generators to be progressed.

    In previous DBD era, you could loop the killer around infinites. Since then we've gotten fall stagger, entity window blocking, reduced pallet spawns, bloodlust, and a host of other mechanics and perks to prevent chase time from ever being excessive without a true skill difference between the survivor and killer. Even a survivor that is AMAZING in chase will eventually have their window blocked, or get bloodlusted down. This is just a natural, accepted part of the game.

    But for some reason, if you can't stealth for several minutes without progressing objectives this is an issue? I don't see these chases as being anything different than the changes made to looping. You can still waste plenty of the killers time through stealthing, but eventually they're going to have an advantage to catch you. Its a 1v4, this is just the nature of DBD. Assuming you're actually progressing your objectives and altruism while you're not around the killer, you shouldn't really be getting crows. If you do manage to avoid the killer long enough to get crows, then congratulations, you've wasted a ton of their time and succeeded in the objective of stealthing. Now its time to practice your chase.

  • It gives the speed boost to your teammates your protecting, not to yourself.

  • Its cheesy but you can farm it by being a friendly killer.

    I wouldn't normally recommend that but I played hours of springtrap and like you didn't get a single grab (not from a lack of trying). If it was 1 or even 5 grabs, I'd say just play the killer until you get it normally. 15 is outrageous.

  • He's the jumpscare killer, it's part of the design.

  • @Rapid99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939616#Comment_3939616

    You buff each individual gen perks by literally doing what they did with haste effects. Just prevent stacking. It's that simple.

    You solve the entire problem of regression stacking while at the same time not FORCING stacking to get any sort of reasonable effect out of them, and you can actually let them be good individual perks.

    But you're just subbing out the option of running multiple perks together with FORCING not stacking to get any sort of reasonable effect out of the perks you play.

    I agree with your point but you haven't actually provided a solution that will increase variety.

    ETA:

    Don't get me wrong, I would LOVE to see a system where a more balanced loadout is rewarded and more common. That's what I want too. But that has to come because there is a genuine need/desire to balance your loadout. Not because if you bring two perks that do the same thing one of them does nothing. Maybe a % regression based system. Maybe a diminishing returns system. But a flat out things don't work together, I don't like that and I don't think that's the right move.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939612#Comment_3939612

    That's kind of the point of the post. Stacking 3 or 4 perks shouldn't be required to have a decent effect. This game has an issue with Stacking, but instead of addressing that... they nerf the individual parts so that when stacked all together, it can still be called balanced.

    There's no way to buff each individual gen stall perk in a way that makes each of them game changing on their own without making them oppressive when combined. It would take a complete overhaul of the perk system. Also, gen stall perks individually already do have a good effect. I think an attitude shift in the game will do far more to changing the meta than anything else. If people are comfortable with the risk of losing because they don't get shat on by their opponents when they do they'll feel more free to run quirky, off meta, or suboptimal builds.

    Since player agency is outside of the devs control, the best solution is probably to change the gen regression cap to be % regression based rather than # of regression events based. (let's say for example, a gen can experience 100% total regression at any point during the game before becoming blocked.) That way pain res locks a gen down more quickly from being regressed than weaker gen stall perks which would be able to be used more frequently could either apply more times or be buffed but make you hit the cap faster.

  • Gen regression is still pretty good. At least from what I've observed its not uncommon at all to see people running 3-4 gen stall perks each game.

  • They are. We're going to create a community chapter later this year. Lmao.

  • These were my suggestions from a thread a made a while ago. Visionary needs something to spice it up and give it active gameplay elements. Passive aura read is great, but passive aura read on gens is 1. Rather underwhelming by itself and 2. never going to be that useful for moderately experienced players outside of niche circumstances.

    1. Remove the perks disabling when a generator is completed. At the end of the day, this is completely unnecessary and doesn't really have any reason to stay on the perk.
    2. My second suggestion is more interesting - make Visionary grant the ability to rummage a chest for a map similar to other perks such as scavenger and residual manifest.
    3. A third (optional) suggestion would be to add some secondary effect boosting the effect of maps since this might make the gen aura reveal a little redundant if you have a map whenever you need one. I could see something like survivors running visionary have any gens revealed by maps also revealed to their teammates, similar to the crystal bead addon. Or grant the ability to place a marker while charging a map to the perk Visionary, and free up the glass bead addon which has long been underutilized and in some games is not even recognized by newer players, but that might become more well known and utilized when a part of a perk like Visionary.
  • I do think it'd be nice to abandon once the endgame collapse has started from a survivor opening a gate. But as much as I can agree with your point this entire post just feels kinda salty. Its not a burden or cleaning up a mess, its just a few minutes at the end of the game that you can choose to either wait out to protect your dignity or force people out to get it over with. Lets not turn this whole thing into a fiasco that its not. It'd just be a nice quality of life feature to avoid some BMing and get into the next game faster if the killer doesn't think they have a chance to make a comeback.

  • I do miss the dark vibes but wow I do not miss people disappearing from right in front of my eyes from just how dark everything was. I remember way back when a screenshot was posted which had several Claudettes in it and you just, legitimately couldn't see them, even with the ability to sit in one place without a time constraint and the ability to zoom in.

    Maybe with the gamma settings you could play a few games with low gamma and see if you enjoy the darker vibe but, if I'm being honest, I'd really choose to go back to that, as aesthetically pleasing as it looks.

  • Yeah, they really got to do it justice. I would love to see at the bare minimum the deactivation condition being removed entirely, and being able to rummage for a map when using visionary. (Since there is no map rummage perk and they are a difficult item to acquire for new players who would benefit the most from them). But there's really so much more they could do with it. I'm surprised it hasn't been touched up yet.

  • @CozyAssassin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937601#Comment_3937601

    Yup, very fishy how this "bug" seems to have been fixed when 2v8 ended and we never heard a peep from anyone official when it had been going on for weeks (not getting rift fragments from XP once quests were completed). It's almost as if they were making sure no one finished the rift too quickly (because it would've been so easy to finish when 2v8 was happening).

    Yep, I'm certain BHVR has a vested interest in sabotaging their player base from finishing the rift too quickly to unlock rewards they only get if they pay real money. Occam's razor bro, nothing fishy about this bug.

  • It'll be so much better once map offerings get nerfed.

  • As far as I'm aware you have to purchase the entire pack in order to receive the Geralt and Roach banner.

  • @Pukenplag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934148#Comment_3934148

    Omg GeneralV, happy to see you too! Doing great!

    You reminded me how interesting killer powers were back in 2016-2017. There was never a matter of them being "meta", they just had very interesting unique designs. Killers like doctor (who nowadays would've been made to instead of madness just injure by building up electricity or something like that, plus a teleport to hallucinatios) or old Freddy, who despite being bad, was still incredibly unique.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933665#Comment_3933665

    That's part of my point. Do new killers NEED to be viable to be fun? Myers is bottom tier yet he is one of the most fun killers because of how many play styles he gets; if you get past the competitive aspect, he has a very fun power. Doctor has no mobility, but a power that is very interesting and oppressive, to the point he is viable without a teleport.

    What I'm saying is, they could go a route with a killer where they're completely unique, not necessarily viable, but instead bring a breath of fresh air.

    Yes, a killer needs to be viable to be fun for many of the people playing the game. I think a big chunk of this has to do with DBD's lean towards a competitive nature as well as people being really sore winners in this game. Saying its fun "if you get past the competitive aspect" is ignoring the whole reason why many people do not like playing non viable killers.

    Also Doctor is not one who I would cite as having a fun power. I'm not sure I've ever heard anyone load in excited to face a doctor, and I always dreaded matching up with him because he is especially oppressive against newer players, which makes it really hard to encourage your friends when they're new to the game, while at the same time being somewhat toothless against a competent team. You cite Myers as being fun but I don't think he's representative. There are tons of other unique killers they've added that people hate going against. Pinhead, twins, hag, trapper, skull merchant, knight. Playstyles that cut against the grain of an engaging chase based match just aren't as well received. They're frustrating, and some have been perceived as downright cheap or unfair from people playing against them (such as SM and Knight).

    I don't mind if they keep adding killers with a relatively similar formula because it works. Most of these killers are fun to play as and against. And the pick rates and complaints that people do (or do not) make against the killers is sufficient reason to believe that continuing on that path is the right choice imo.

  • Because mobility without chase loses micro and chase without mobility loses macro. Unless they fundamentally fix how the game is played (not possible at this point with how the game is balanced) they are both essential factors of a killer feeling good to play as.

  • Because people want time to play the game and (presumably the part left unsaid) time to play the game without feeling pressured to either swap to a different killer with a power they might not enjoy, limit their build to several gen regression perks, or resort to camping/tunneling to secure kills after the exit gates get powered quickly.

    I think if you want to understand, you have to think of it as a mindset difference more than an objective difference. Some survivors want to load in the game and have a fair balance of doing gens, altruism, and chasing, with a relatively even hookspread and then they feel good whether they live or die at the end of the game, its whatever. And sometimes that's ruined by a nurse/blight with BBQ, Grim Embrace, Pain Res, and No way out that hard tunnels 3 hooks on the same person at 5 gens. And so whether or not that survivor lives or dies, they are annoyed with the pacing of the match, even if killing survivors is "just the killers objective." For those people, enjoying the match is the end goal, and winning/losing is secondary. For killers with the attitude you described, that means having adequate time to have chases with different people and do a little tug of war rather than getting 1-2 hooks and having the game practically be over.

  • They don't really bother me that much, but you can do a pretty easy install of old rarity icons if you so choose. Here's the link: https://nightlight.gg/packs/old-rarity-default-icons?search=old-rarity-default-icons

    It might be nice if BHVR added a legacy rarity toggle so people could do it in game but, this should fix it for now.

  • I've been using them and they usually work great. Especially if there are multiple survivors that you can cover. So long as your aura isn't being read.

  • Mostly close groupings of resources. I commonly find myself muttering to myself "can't get a hit haven't broken every pallet on this side of the map yet." (Mostly applicable to killer who do not have ranged or quasi ranged powers that can hit over pallets)

  • Yes. I don't necessarily understand why they buff up killer powers that are ALREADY better by the nature of the 2v8 gamemode. Twice as many survivors and another killer creating injuries SHOULD BE the buff to Oni's power. Giving him tons of speed and turn rate basekit as well as removing any sort of downside or limit on his power (such as the power gauge decreasing when he downs a survivor) just makes him a complete beast, even without considering the fact that there'll be twice as much blood spawning at any given time and twice as many survivors to hit to fill your power.

  • Yeah, against a good team survivors have a huge advantage. Way easier to split pressure, maps have a very large number of pallets, very loopable tiles, and significant buffs for each class. Unfortunately what typically happens is people load in and all sit in the corner until the killers show up and put insane pressure on everybody. Then when people get hooked they end up on the opposite side of the map. There's usually a least a couple survivors who lack the confidence to even do a gen, so they'll run from hook to hook and heal under the hook. Until the killers migrate back and everyone pops up on the other side, over and over until everyone is dead and nothing gets done. Its gotten to the point where I bring guide and the first thing I do is run to the other side of the map, just so that people know that it is possible to work on a generator outside of the killers terror radius.

  • Yeah but I've lost tons of games that were very winnable because some idiot decided that wanted to not play the game after readying up and sitting through the queue rather than before.

    There's plenty of variety, there's over 40 killers and hundreds of different perks. Going against players that are consistently better than you is not a "lack of variety." If I had to choose between not being able to occasionally skip out on a super sweaty game, or have anyone be able to go next whenever they want to avoid the DC penalty, I'd take the former. Things happen, but as a general rule of them, don't press the ready up button if you're not willing or ready to play.

  • What region are you playing in? I was just on an hour or two ago and queue times were almost instant. They do tend to slow down in the evening but that sounds abnormally long. Also have you double checked that you have crossplay enabled? The way that crossplay works in dbd means it'll practically brick you so you never get into a game.

  • I just don't really see how you could even argue against this. The game is no more over when all survivors are down given perks like unbreakable, wiggling off the killers shoulder, or kobeing off the hook then compared to when the gates are open. If people want to stick around for some miniscule chance then let them, but if people want to simply end the game then let them as well. This is the exact same situation, if one side has all but won let us get into the next match.

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