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Dipper

Dipper

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  • @T1MEXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120529#Comment_4120529

    I agree, problem is as you mentioned is the footsteps. The heartbeat visual doesn't work on stealth killers, so you really can't tell. That is why I tried to design a perk to help with that. A visual perk like a survivor version of Whispers.

    Well, stealth killers are supposed to be stealthy. Why would you take that away? Also if you can hear a killer in any way, the heartbeat is a small red whirl, if it's in the terror radius, it's a heartbeat

  • @Linkdouken said:

    I've been playing the game a long time now but I've always been more of a survivor main. When I do play killer I tend to use ones that are relatively simple to control but every now and again I'll try and improve on a killer I don't use (mostly for trophy hunting) yet no matter what I find it so hard to blink to where I want to as the Nurse. Even in custom to practice with the add on that shows blink target location, I still found it extremely difficult to land hits against bots. Sometimes I'll enter fatigue before I can even chain the blink.

    I've looked up guides etc but here I am, still awful. Never going to be a Nurse main. Props to you that are good with her (especially using controller)

    Bots are notoriously hard to mindgame. Idk how they are nerfed these days but when they first came they just always saw the killer aura to make it easier for them to react. This included stealth killers, so back then you weren't able to sneak even close with a myers. And even then you cannot mindgame an AI

  • For Killer indication we have visual heartbeat in the settings for quite a while now. But generally it's tough to design the game to fully include deaf people, like you cannot hear footsteps either, but those can help locate a survivor. Where is the line drawn? Because if you visualize everything that can become important you get an overload in visuals. The one thing I'd like to have that was somewhat in DbD mobile is a visual skillcheck indicator, where you saw the "pling" that comes when a skillcheck is about to happen, by the screen border blinking or something like that

  • Well, it's kinda the purpose to not be aware of survivors nearby when you hook someone, else BBQ would show the aura from everyone, but it has a 40m exclusion range. So it just makes sense that Whispers is useless near hooked survivors too

  • We may really need a quick play feature, chaos shuffle like, random loadout, but also random killer, plus you don't get to select killer. You press Quick Play and you either get a survivor role, or the killer role. Subsequent survivor games increase chance for being killer, after 4 times you have almost a guaranteed chance.

    As it's just one way of playing, you most likely only have the people who don't care wether they play survivor or killer, Killer mains would just wait 15 minutes for their killer match, while in quick match you just have a 1/5 chance of getting killer, but there isn't a wait time attached to it because it fills lobbies by players, not by role. And we know more people look for killer than survivor, hence the long wait times

  • I generally see the ability hard to balance out like that, either survivors know they are being aimed at, which gives Judgment an even harder time than she has already with aiming, or survivors don't know, which makes it "unfair" on their side again.
    Overall aura reading could just be limited to 32-40 meters because of her range ability. She can still snipe generators at will and maybe get someone. Or if we talk about the aura of generators, they could disappear out of range and only light up for a second every 10 seconds. The being aimed at alert I could imagine if the line is straight. So she aims straight at a gen, instead of doing one of her angled shots, which are way harder to aim with. Like Judgment looks straight towards a gen and her beam is in that line of sight.

  • What about some sort of hybrid map, with one half being outdoors, the other half being indoors. Not like Midwitch, rather like sticking macmillan onto lery's

  • @OutlawRacer666 said:

    On the killer side

    -Gates should be openable by killers after closing hatches

    -Should be able to see hook totals on each survivor

    -Should get the same bloodpoint multiplier as survivors due to the long wait times

    -Multiple choices for each ability in the different classes to allow more customization

    -Hex perks in classes

    On the Survivor Side

    -If you're being chased by both killers, exhaustion should be ignored on perks.

    -Being unhooked should give 2 endurance hits within 30 seconds to help with tunneling

    -Multiple choices for each ability in the different classes to allow more customization

    -Totem perks in classes

    In general

    -There needs to be 4 exit gates

    -There needs to be 4 hatches

    -Hatches need to appear with 3 survivors left if there're 4 or more gens left

    -Central gens should be priority gens that give more points for completing and for kicking

    -More maps, bigger maps

    -Better generator spread on maps:

    • The movie theater has 1/4 of the map without any gens on it
    • Police station has no generators out back by the one exit.

    As it happened more and more in my matches, you should be able to self uncage, or at least have like a 20% chance to do so. Trying it doesn't reduce the hook timer but you can only try it once. Because I keep being teleported to the outermost farlands of the map, all survivors on the other side, noone bothering to rescue or just not being fast enough. Or you have 3 dead, 4 caged and one running around. The perfect moment for a Kobe.

    I know it's hated by players, but one time they added survivor bots to the beginning, so Killer times reduced massively to like 10 minutes. Especially with 50 minute wait times, that's something I am fine with. Make it a checkbox (Fill lobby with bots) so wait time is shorter, but you aren't forced to play like that.

    I agree with seeing hook states. I thought that was a thing before, but I guess it always only was in 1v4.

    Hexes definitely, bringing boons on survivor side. Totems are useless for 9 iterations now. Maybe add more totem spots, like instead of 5 you have 10.
    Hex class could be like pentimentio, reigniting your totem, no need for the totem to be broken. The question there would be what kind of hex or if it's a completely new one

    Survivors should be penalized more for hiding. Maybe when there's 3 people left lockers make sounds when used, not just when fast jumped into or out of.

    And obviously generally more classes, especially for Killer. Survivor has one class per item, but along with having custom items, there can be more. Like invocation salt in the boon class, nerfed to not unlock your unlockable skill, I'm totally fine with just 5% haste
    As for killer, maybe classes that change killer abilities. Like a stalker class that works like Myers or Ghostface, a phase class that works like spirit, a wailing class that works like wraith, etc. Those classes being locked if either killer in the group already has this ability. But it could bring more diversive gameplay to killers and more surprises to. You know you play against trapper, but instead of traps he suddenly phases to you.

  • Let's just start a community driven Forum as an alternative at this point. No matter how bad that turns out, at least it's not Reddit or Discord

  • On Discord it is easy to just ban someone because you don't like their opinion. This has proofably happened before on multiple occasions. Not just the DbD discord specifically, Discord is well known to be prone to such things. Also the forum was openly available. You google something, a forum link appears. Now this won't be the case anymore.
    Also Reddit is another black sheep, where Moderators too are known to be really abusive and banning people from participating because of opinions.
    So all in all, Even if it may not be the intention, it inadvertibly makes the community's opinion more controlled and selective from a few people, who can easily just delete opinions they don't agree with

  • This could have been the beginning of global effect boons, just like hexes. If the boon is lit, every gen regresses 50% slower, not just the ones within reach.

  • @Toxicboii said:

    While the changes over the years have certainly helped it be better, it's still terrible. Eventually, though, I think I kind of get the theming behind the perk. Let's refresh our memory with the effect and why it's bad.

    The following effects apply permanently during the Trial:

    • Suffer from the Broken Status Effect.
    • Reduces the volume of Grunts of Pain while either in the Injured or the Dying State by 25/50/75%.
    • Increases your Recovery speed by 15/20/25%.
    • Unlocks the Self-Recovery ability, allowing you to fully recover from the Dying State.

    Multiple problems.

    1 - In trade for a health state, you're put into, effectively, a buffed injured state with no protections whatsoever.

    2 - The killer can easily see you're running the perk, and simply put, would know not to slug you at any cost. It's one thing to anticipate an Unbreakable. It's another thing to know they can recover from dying every time.

    3 - Any synergies it has are either buff the existing values (Iron Will / Tenacity / Unbreakable), reduce the risk of running it (Dead Hard / Information perks), or used to manually activate perks that activate whilst injured (This can't be happening / Resilience / Deadline). Which aren't that powerful, nor make it worth running.

    And keep in mind, you're trading a health state in return for:

    Essentially being in Healthy, but being one-downed (Think of always being exposed as a perk, that's basically what this is.)

    Free Information to the killer that you counteract a playstyle that isn't always used

    And remember that health states in this game are extremely powerful. Anything that grants an additional life, let alone for free has been historically nerfed repeatedly. So a perk that takes away a Health state in return for negligible upsides isn't a very good idea. All risk, no reward.

    So, let's start brainstorming. For one, David King is portrayed as a reckless protector. Prone to picking fights, oftentimes ones he shouldn't pick, for the sake of protecting not just himself, but the people he cares about. "We're gonna live forever" is proof of that.

    "No Mither" literally means "No care", or "Unbothered". The idea originally, is that in trade for a health state, you become more self-sufficient. Hence the Broken status effect, since you can't be bothered to let other people care about you. "You can handle yourself", basically, which fits David's schtick.

    So, lean into that aspect by having it so that No Mither, at the cost of a health state, give you a self-regenerating health state.

    Obviously, it'd have to be on a cool down whenever it triggers. Maybe making it so you always have the Endurance status effect, and only you can recover from deep wounds in trade for it taking longer than normal. Or have it work like Mettle of Man and just ignore the hit before going on a long cooldown.

    Whatever it is, it must be slower than normal heal rates. If it's faster, or god forbid as fast, then we reach a problem where No Mither becomes meta, and suddenly hitting survivors offers no pressure whatsoever. Messing with health states is a delicate matter, one wrong move, and we'll be stuck with something horrifying.

    Perks like "Moment of Glory" seem to fulfil the same concept, but the cost of Moment of Glory requiring you to search chests and avoid the killer long enough to heal a health state. So No Mither has to be a passive, more than anything to have it be unique.

    At the VERY least it should change from broken to exposed to not straight up tell the killer you run it. Or you spawn healthy but as soon as you are injured in any way, you gain broken for the rest of the match

  • Am I dumb, where does the perk state "permanent progress"?

  • @Halloulle said:

    Call me a cynic/pessimist but I see a good chunk of those who just want to play killer load into surv match and just "gg next" asap.

    Well apparently that wasn't the case

  • @TheWeakestKnightMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470283/what-if-gates-slowly-auto-progress-for-the-last-survivor

    Ok, it’s true that some maps gates really benefit killer. But it’s a lot more likely that they are far apart and benefit survivors. If it’s a map with far apart gates it’s just a guarantee win. At this point in the match, the killer has won and they found the hatch. Survivors don’t need ANOTHER last chance escape

    The speed at which they progress could be calculated by their distance and pathfinding. The closer they are the faster they progress. So when you are at one of the original maps, where the Exit Gates can spawn basically next to each other (Had that on occasions), then they would open within 1.5-2 minutes. If they are distant like usually in Hawkins, they wouldn't progress at all because it takes the killer time to check either.
    In open world they usually just need one spot to only move slightly or not at all to have both gates in view

  • @Royval said:

    another post which confirms half the playerbase does not play killer

    I do play Killer and even I feel bored when I stand there and just turn 180 to see both exit gates

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101162#Comment_4101162

    Does CSGO let you spectate the other team after you die while the match is still ongoing?

    It does in casual. Not in Ranked game modes. But it is so much more social

  • I was in 2 friend groups throughout childhood and they came from CSGO but also got me into Dead by Daylight. I eventually stopped playing CS:GO with 700h, while I now have about 4500 in 10 years since the 15th for me. I never really got into any groups that played more than SWF. Noone was the Killer because the Killer was alone in a Multiplayer Game

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101154#Comment_4101154

    The only thing this would cause is survivors giving callouts of killer perks and actions. Someone watching the killer wouldn't change the killer experience and make them feel their part of a group all of a sudden.

    I just mean I made more friends to actually play KYF with in CSGO than in DbD and I started both at the same time 10 years ago with this game. And I realized how I never play KYF, always SoloQ

  • But you only play customs with people you already know. You would never ask the killer to be your Steam Friend to play KYF together. The Killer is isolated in this game. You can spectate your other survivors, the game is advertized to be a multiplayer game, together with others, but the Killer is mostly alone. There is endgame chat, but that's after the matcvh when you spectated your TEAM, while you never spectated that one isolated 5th player in the group, who once hosted the game until 2019

  • @cogsturning said:

    The answer to this seems obvious: dead players can tell their teammates what the killer is doing. It's the same reason they can't even see the killers perks. This could only work with a playback option.

    I mean in CS2/CS:GO you have this casual mode yet it has tournament worthy matches

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099434#Comment_4099434

    They gave like 500 free event currency because there was a bug in the start of the event that caused event currency not being saved. So some people lost all of it that they could get in the first quests. I lost maybe about 100 and I have 825 left currently. So without that I would have 325 currently.

    Ah that makes sense then

  • @Wezqu said:

    You get bloodpoints out of them in the end of the event.

    I know, it's just that with events in the past I could buy the whole store and in the end have like 100-300 event currency before it's over. Not like 1000. And I usually play Event only until it's over

  • @ShanoaLegendaryPlz said:

    This graphics rework looks a bit more complex than just higher graphics. Weather effects and all that being added in, would absolutely obliterate the current spaghetti code, when they can't even add a shirt without something going wrong. Something tells me they've been working on a brand new code and when this graphics overhaul/weather effects come in, it will probably replace the old code and allow them to implement all that new stuff with little to no problems. Along with expanding the game's capabilities.

    But thats just a theory I have as it sounded like thats what they had in mind.

    Well it's BHVR. There's a good chunk of chance that the graphics will be just as messy. The same company that less than a year ago showed that qa is spelt really lowercase with Jim the Beam. Which is another can I don't want to open here

  • Oooh BHVR could feature community maps

  • @ForTheEntity said:

    I don't think DbD has another 10 years in it to be honest. There is a very real chance that the player peak that we saw with Jason's release will stand DbD's highest peak of all time, past and future. Seriously, what license we have yet to get could top Jason? We've seen this pattern for years now, players come in on the big licenses but they don't stay and play once the novelty wears off and they realize they're playing an unbalanced spaghetti-coded mess with a long and steep learning curve.

    Maybe modding can save the game, but that's a year away if it comes at all.

    Maybe, the game already gets modded, just older versions. But that would definitely help. Communities keep games alive. Portal 2 still gets community maps today

  • @Your_Dad_Playing_DbD said:

    It’s a really good question. You have to wonder at what point the game becomes way too overwhelming for new players (I think it already is), and how long the game can be sustained by a dedicated veteran core. People thought this game was going to die a long time ago, so it has proven a lot more resilient than most expected.

    My personal opinion - I think their plan is to just continue on the same path because it has been a winning formula for so long. But BHVR better have something else big in theirs plans for the long term to pivot to if/when they run out of ways to keep people engaged with the current version of DbD

    I do believe the game didn't die because it's BHVRs moneymaker. Ubisoft can shut down games but shutting down DbD is shutting down BHVR

  • @foomongus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095551#Comment_4095551

    No, you assume hatch is the ONLY option. which isnt true. far from it. there is infinite ways the game could end without hatch. much better ways

    in my opinion the best way is to just skip it entirely. if one survivor is left alive, then power the exit gates and start EGC. there, much better then survivors getting an escape from a single button press.

    With last survivor standing, Exit gates should slowly power themselves like EMC printers with Singularity, that way it's a hide and seek and not a possible impossible escape

  • I mean, technically there already are Content Creator exclusive settings like Copyrighted Music

  • @cammoking123 said:

    I'm actually curious of how killers know they're being stream sniped. No one can see your username, right? How would people know it's you?

    It's the opposite. A killer sees a TTV name on a Survivor, checks Twitch out, Survivor is live. Now the Killer has intel they shouldn't normally have, going from constant (even if delayed) position of the Survivor to all the intel like who is currently doing a generator, as seen on the Survivor Images on the left. So Streamers should be able to hide their name from the Killer, while still being able to gain new viewers from the survivor side

  • https://forums.bhvr.com/dead-by-daylight/discussion/469078/what-would-you-consider-more-important-as-a-killer

    What would be healthy is having fun as killer because as soon as you go for kills, you will be disappointed more than once, which breeds at least part of the toxicity in this game

  • @random1543 said:

    If you click the yellow home it will still work but its just the categories tab so I use that as work around.

    I made a post back in March in Off topic section

    Yellow home doesn't work either

  • Are there any disabled Maps for the event? Like I played at least 10 times on Eyrie but I haven't gotten Lery's a single time since the Event started

  • @Rokku_Rorru said:

    A bonus on other killers would be nice, some MOBAs used to do it back in the day. Maybe a BP bonus for playing X killer

    That could work too, yeah

  • @Equinox_One said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469306/we-should-be-able-to-temporarily-block-certain-killer-lobbies

    If you really got 4 Slinger in a row, go buy a lottery ticket today - you're clearly on some sort of hot streak.

    Or you're just being hyperbolic.

    The issue is with is it would absolutely punish whoever the newer killer is, and would make strong killers nearly unplayable.

    But sure, as long as I get the ability to temporarily block any lobby with specific survivor perks.

    As I said before, you can exclude new killers for obvious reasons

  • @Wiccamanplays said:

    The outcome you want (a diversity of Killers being played) is a good one, but the method is horrible. It would make queue times for everyone longer, would be exploited by SWFs and would probably make cheating even easier if it introduced elements that allow Survivors to manipulate who they queue with. A better start point would be to ask why some Killers are so popular, why are some so unpopular, and actually work out ways to make more Killers enjoyable and accessible to casual/non-expert players while perhaps reining in some of the most oppressive ones at the top.

    Again I don't get how people think it's exploitable. How exactly would you exploit it when you already can't know what killer you go against? If you DC it would reset, if the killer wasn't the same it would reset too


    PS: Maybe actually answer the question and not just downvote?

  • @random1543 said:

    I do like the sound of like a token system as you made in previous comments, Not a thing you can manually apply but if you are genuinely getting the exact same killer multiple times in row should be able to get variety rather then getting the same killer over and over (I would make it outside of like the first week of a new release so it does not hurt new releases)

    Like I feel like a system like this would be rare to prox. because you have to see the same killer over and over, last time I saw that was with ghoul pre nerf I don't even get more then 2 Jason's back to back. And if you are just versing top tiers (EG jason, nurse, blight, jason, Nurse) it would not prox because you have had another killer between

    Edit : would also add It should not be visible and work like the realm repeat prevention but after like the third time getting the same killer in a row, getting another killer should reset tokens to 0 as should dcs.

    I mean it surely isn't a massive QoL update, it's something that bugs me sometimes but when it happens it bugs me massively. Like I have a bad round with some Leatherface, then I get another one, suddenly yet another one, where I'm at the point of throwing my PC out the window.

    ALso yeah it's already in for Maps and you don't really see it happening, like that

  • @MilkToast said:

    Wouldn't work everyone will just ban nurse ghoul blight and skyrocket their queue times

    Again, how? You can only block one killer at a time. You need to face them 3 out of 5 times then you can block them to not go against them potentially a fourth time. If you go KYF you all face the same killer, if you play SoloQ you'd need every player to face a different killer 3 times to even be able to block more than one killer per lobby

  • Also how would they farm the tokens. Go next could reset them and DC could give a penalty token so you need 4

    Other than that you cannot know what killer you go against. Plus, the tokens reset if you get a different killer, as I did say. Maybe not explicit, but I said only 5 tokens, means 5 matches

  • @Skeleton23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094145#Comment_4094145

    It doesn't matter. It will be turned into a thing where Survivors will give up against new Killers or Killers they hate to farm the tokens. It will be exploited through the teeth. And the Anti Go Next system might not help with it.

    Everything is exploitable. If we really give a damn about what can be exploited we can't have anything nice

  • @Skeleton23 said:

    Well then Killers will be forced to play killers they don't want to play.

    Like everyone will just block all the strong or annoying killers and leave the Boring, easy to loop and exploit_able killers.

    Basically leaving Q times to be off the charts.

    But that's why it's token based. You cannot just block a killer, you have to play against them multiple times in a short time frame to be eligible for that. And for most peope it would just mix. But the ones that get 3 leatherfaces in a row are guaranteed not to play against one the 4th time if they don't want to

  • @Angy_Quentin said:

    That would jumprocket the queue times of new killer characters. I dont know why we need even more roadblocks to try new characters.

    Rainbow Six excludes new characters from that until the pick rates settle

  • @Aven_Fallen said:

    I mean, dont you buy skins for yourself in general?

    And I would argue that Survivors see more from a Killer Skin than the Killer themselves when they are ingame.

    Yeah but you can look at him in the lobby while waiting

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086900#Comment_4086900

    The problem with not losing stacks with it is the problem with so many other survivor perks though, if all 4 survivors take it, you could spread around "work" on gens then all dump it into the same gen and basically instantly complete it (especially when stacking gen perks/toolboxes/etc.

    So the perk on its own is totally fine and needs buffs, but when 4 stacking it, its a problem.

    It's why i think they should have done diminishing returns based on how many survivors take the perk not on your own perks. So if all 4 survivors take the same perk, then it becomes weaker for them. And then only have that apply to the more problematic ones like fast track and such.

    Could be an Invocation. Whoever activates it only gets broken once they use it

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083733#Comment_4083733

    You mean the 7 seconds of total misery for killer and invunerability for survivors, was cool tho but not not that good as og freddy enjoyers claim.

    Yeah, sarcasm lol. But I loved that it was basically the first anti camp side effect

  • @wesker_shades said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467923/remember-that-dead-by-daylight-had-its-own-mouse-cursor

    That title screen.. Take me back please!
    I miss the days when it was nice and tidy, easy to read, and I remember that you could swap between killer/survivor lobby without needing to back out to the main menu.

    image.png

    And I totally forgot about that button! One Killer is missing because it's the 3.0.0. DEV version they leaked by accident back then where Ghostface was just worked on

  • @wesker_shades said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467923/remember-that-dead-by-daylight-had-its-own-mouse-cursor

    That title screen.. Take me back please!
    I miss the days when it was nice and tidy, easy to read, and I remember that you could swap between killer/survivor lobby without needing to back out to the main menu.

    Yeah it's way bloated these days

  • 20B743~1.JPG

    That's Eyrie of Crows

  • Idk personally I never had that issue as killer back then. But yeah, TCM makes sense

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