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Lolsalot12321

Lolsalot12321

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Lolsalot12321
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  • @Jay_Whyask said:

    • Limited time battle pass ✅
    • Limited time modifiers & events ✅
    • Limited time seasonal cosmetics ✅
    • Seasonal cosmetics locked behind an auric cells purchase ✅
    • Limited time cosmetics locked behind Twitch drops ✅
    • Limited time cosmetics locked behind an Email ✅

    But we don't want people to feel pressured to earn prestige rewards. Yeah, I'm convinced.

    Y'know, if they weren't done, or if you didn't want to do it, you could've just said so.

    Agreed, this excuse they keep using rings hollow

    The truth of it is either laziness, or that they want to give everyone equal rewards, and licenses that are willing to give less leniency towards behaviour are bottlenecking our rewards.

    genuinely wish they would stop parroting this bs fomo excuse when the game has only gotten more fomo as time goes on

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059215#Comment_4059215

    there is no plans for one for Braemar, Aestri is the default - so it will be the same for Legion as well.

    This is inexcusable imo, just pure laziness to not honour the players who p100d a character for their love of the non-default characters

    Really, how much money and time would it cost BHVR to create 4 more portraits? It would be completely minimal compared with the money you rake in from the cosmetics bought by the players who main the characters you are choosing to ignore right now.

    Do better please

  • Sorry for the biggest necro ever, but my god I'd love skulduggery pleasant in dbd so much, i haven't read any of the recent books (rereading the series currently since its been a long time) so no spoilers pls, but this would be quite literally my biggest dream chapter of all time

  • Did you change anything for it to fix itself? i am having the same exact issue

  • he definitely has a spot, but i think some other horror licenses deserve the spot first

    terminator and predator are a long time coming

  • yeah lets move haddonfield up a few spaces

  • @Rihelo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505088#Comment_3505088

    can you tell me what's wrong with this so i could probably improve it in some way, or if i have other killer ideas i could avoid that.

    apparently not, i thought it was cool personally

  • they're saving that spot for terminator / cybermen (insane cope)

  • How are u embarrassed over nic cage????? this was his debut in video games and he is such a massive actor, who has done many films including horror.

    think u need to loosen up a bit

  • @Nos37 said:

    Hallucinations within 32m of the hook should automatically be dispelled when the Unknown hooks.

    EVERY SINGLE Unknown is playing him like a 4.6 m/s teleport-to-the-unhook Hag.

    What are survivors supposed to do? Not unhook and sit on gens?

    Run up to the hooked survivor and wait for another survivor to go down first, just like Pinhead's obnoxious puzzle box??

    dispell the illusions?

  • @SaltyNooty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409916/why-otz-says-buffing-ds-is-bad

    I SOMEWHAT agree with what he's saying, like how DS should be Basekit and should cancel the killers power…but for 10 - 20 seconds is excessive, even as a survivor main.

    That can EASILY be abused and shuts down every killer in the game if they can't access their ability for a period of time like that. Maybe for 3/4/5 additional seconds AFTER THE STUN should be enough but 10 seconds pushing it besides the fact of the amount of killers that'd complain about it.

    The point of DS and DS itself is to deter tunneling killers, if Killers DONT tunnel; this won't affect them. Making Killers weaker because they chose to tunnel is good idea but an even better idea would've been just making DS basekit; bottom line.

    honestly if it was 10 seconds, i really wouldnt care, playing a weak killer? bam dont care, basically no difference.

    Strong killer? ok now im far weaker, and it was well earny by survivors, and i was punished for trying to play sweaty as a strong killer.

  • @FilthyLegionRevival said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691296#Comment_3691296

    Under any other circumstance, I would believe this and understand it to be true. But there's one thing which contradicts your entire reasoning. We technically had this implemented as a condition in the void during the Haunted by Daylight event. The zombies on Nemesis worked as normal, the chain hunt did as well (I assume since I never saw Pinhead during the event), and other killers who have powers that work on the map overall. If you've already implemented it once before, what's stopping the dev team from implementing it when you already have the code with the only thing needed to be done is change it around a little to have that activate with DS? What is truly stopping that from being possible?

    i didnt even think of this, wow, yeah it really shouldn't be that hard XD

  • @Peanits said:

    First, I just want to make it absolutely clear that this is not intended to 'solve tunneling'. This change is solely to make the perk provide more consistent value when it activates, not bring an end to the entire tunneling playstyle. I wouldn't recommend approaching this with the idea that it will end tunneling entirely as that is not the purpose behind the change - you would be setting yourself up for disappointment.

    Secondly, regarding disabling Killer powers: I see this getting suggested a lot, but this is not an option. It's one of those things that sounds really simple on paper, but once you start drilling down into it, it turns out to be a whole can of worms. Each Killer power works differently from one another, and there is no one-size-fits all solution that can apply to all of them. Each power would need to be considered on a case by case basis to determine what should happen when they're 'disabled'.

    For example, even if you disable the Killer's power button to stop The Nurse from blinking, there are multiple Killers who may already have traps set up around the map - would these also need to be disabled, or are they okay since they were already there? Some Killers also have passive powers/mechanics, such as The Cenobite's Chain Hunt, which would also need to be considered. It would also limit the possibilities for future Killer powers since we would always need to worry, "But how would it work if it was disabled by this one specific perk?"

    To be frank, this would be unsustainable. With over 30 Killers in the game and more on the way, having special conditions for each one would require far too much ongoing support just to make that condition feasible. To give an real example from the past, the original version of Tinkerer used to increase the effectiveness of all charge speed add-ons. Even with only a handful of Killers in the game at the time, it ended up being very confusing for players to keep track of which add-ons it could affect, a nightmare to balance because those add-ons could be too strong with the perk or too weak without it, and an unreasonable amount of work to upkeep as the game grew. In the same way, this would require quite a bit of additional work to be done for every Killer just to support one perk. It's one of the reasons that perks typically don't interact with powers, and the few that do are gradually moving away from that (e.g. Adrenaline waking up Survivors).

    Don't get me wrong, it's a neat idea and the intention behind it is good, but it's way outside the scope for a single perk and could quickly turn into a confusing mess.

    also this feels like a massive over complication of something that really isnt that complex.

    currently, the problem with ds is that its super unfair in its value between the killers it is used on, nurse doesnt care, the weak killers do.

    even if the solution of making it disable powers has some killers still keeping the passive component of their powers active, ie traps, chain hunts and pig boxes, isnt this still a far better solution than triggering ds and then having nurse blink onto you immediately after her stun time is over?

    i also really dont see how this can limit new killers, all it has to do is make them an m1 killer for a short duration, it cant be that bad

  • @Peanits said:

    First, I just want to make it absolutely clear that this is not intended to 'solve tunneling'. This change is solely to make the perk provide more consistent value when it activates, not bring an end to the entire tunneling playstyle. I wouldn't recommend approaching this with the idea that it will end tunneling entirely as that is not the purpose behind the change - you would be setting yourself up for disappointment.

    Secondly, regarding disabling Killer powers: I see this getting suggested a lot, but this is not an option. It's one of those things that sounds really simple on paper, but once you start drilling down into it, it turns out to be a whole can of worms. Each Killer power works differently from one another, and there is no one-size-fits all solution that can apply to all of them. Each power would need to be considered on a case by case basis to determine what should happen when they're 'disabled'.

    For example, even if you disable the Killer's power button to stop The Nurse from blinking, there are multiple Killers who may already have traps set up around the map - would these also need to be disabled, or are they okay since they were already there? Some Killers also have passive powers/mechanics, such as The Cenobite's Chain Hunt, which would also need to be considered. It would also limit the possibilities for future Killer powers since we would always need to worry, "But how would it work if it was disabled by this one specific perk?"

    To be frank, this would be unsustainable. With over 30 Killers in the game and more on the way, having special conditions for each one would require far too much ongoing support just to make that condition feasible. To give an real example from the past, the original version of Tinkerer used to increase the effectiveness of all charge speed add-ons. Even with only a handful of Killers in the game at the time, it ended up being very confusing for players to keep track of which add-ons it could affect, a nightmare to balance because those add-ons could be too strong with the perk or too weak without it, and an unreasonable amount of work to upkeep as the game grew. In the same way, this would require quite a bit of additional work to be done for every Killer just to support one perk. It's one of the reasons that perks typically don't interact with powers, and the few that do are gradually moving away from that (e.g. Adrenaline waking up Survivors).

    Don't get me wrong, it's a neat idea and the intention behind it is good, but it's way outside the scope for a single perk and could quickly turn into a confusing mess.

    since it applies a stun, why not make it so the problematic powers that can ignore the distance from ds, have their power on a cooldown after being stunned? or at least make this apply to nurse lol, it would be such fun counterplay to nurse to have rare pallet stuns, or head on be super strong vs her

  • im not a fan of how much it requires to understand and counter from the survivor side, her kit is super overloaded imo.


    if they took her old kit, and got rid of the obnoxious addons that made 3 genning super strong, and keep the change where her drones dont work if you dont move, she would be fine

  • The problem with old dh was the first chases being ruined by having to wait for the perk, even if the survivor didn't have it, and since your first chase was so important, yeah, i think it would be too strong to have a charge at the start.

  • @Payndora said:

    a bit survivor sided but the basement spawn in the main building is not good for survivors. Killers can easily camp and make it a death trap

    A bit??? 😭

  • If I could say this favours neither, I would, this map genuinely feels awful to play on, hatch spawn is a mess and I am just not a fan of the loops on this map.