Avatar

Milo

Milo

About

Username
Milo
Joined
Visits
12,066
Last Active

Comments

  • @Emeal said:

    If you are trying to figure out the Killer, then why are you thinking you would win your training matches?

    Besides it would be a whole bunch of work for bHVR, which changes because if the meta a best strategies would make the tutorial not good. And why? its double work players have already made tutorials on Youtube, to have them make videos or even worse design a tutorial environment.

    bHVR also does what I call "designer's hand off" which means they don't like to specifically tell us how to play, rather they would like to observe us and tinker about their design process. So any deep analysis on how to play a Killer is something I don't think they want to do.

    I personally think they should enlarge the loading screen tip pool with help from the best players in the community to provide good tips for players playing both killer and survivor. That might help and it should be relatively cheap to implement.

    The only thing they could actually do is give us those loading tips in the Tutorial tips menu somewhere (since I don't think they're there are they, didn't check that menu in a while)

  • Screw it.

    Give survivors a handgun.

    1. Deliverance
    2. We are getting some sort of anti-camp thing Soon™
  • @camping_site said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536038#Comment_3536038

    My post was about healing nerf’s impact on survivor’s escape rate. And -yes medkits have some value but time it takes to heal makes camping/tunneling even stronger.

    Self-care is as damaging to the team as No Mither.

    So basically, the nerf did what it was supposed to?

  • I agree with some but 9. was funny and about 10. - the game seems to give you more daily rituals based on what you play less. There's no guarantee it works that way since we don't know (and i dont recall them ever saying that) but that's just how it is. Having daily rituals for both sides seems to be a better way to go around for this especially since the bloodpoints % bonus exists now.

  • @Superpablog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537636#Comment_3537636

    Because I'm a collector, there is a lot of skins i don't use, and probabbly never use, like 99% of the charms, but i like to say "I have them" XD

    For example, i get all splinters with the Shape (Including Shape's Splinter XD), and, with at least one character, hace all moon offerings, and brown/yellow map offering

    I also try to keep 1 event offering/item/addon with all characters of every event; and i have an Excel with that stats, so i know who character don't have them when a previus event item returns (Like BBQ offering)

    Still, does it have to be Legacy related? Can't it be literally anything else?

  • @sickdeathfiend said:

    atleast first 30 secs so I can dc against grossly OP killers like blight or nurse etc.

    Exactly why this shouldn't be implemented.

  • @Emeal said:

    Why should the Killer get punished for doing his job?

    It goes both ways. It's basically a way for either side to not get stomped. Although, don't think this should get implemented as killer gets naturally stronger with fewer gens.

  • Okay, I might be insane, but didn't it have a counter of sorts when it was released?

  • ... Nerf Hope+MFT (make so hope cannot stack even or smth) instead of buffing something for Killer that then unbalances it for someone without that combo.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537672#Comment_3537672

    I get that the effect of resetting your exhaustion on the spot is super strong and does need some kind of condition or activation requirement but does it really need 3 highly specific ones stacked on top of each other?

    exhaustion perks grant 50% haste for x seconds. the dev put exhaustion on perks because they did not want survivors stacking haste effects. they did not want survivors using balance landing, sb, lithe, dh all in 1 build. blood-rush as perk resetting exhaustion means you can stack two of same exhaustion perks in 1 chase. i remember peanut comment on this a long time ago. it was something along lines that he said killer greatly dislike the idea of exhaustion recovery while running. that why blood-rush has so many conditions so that nobody uses it.

    what i find funny is that they do not want survivors to haste stack yet the irony is that MFT opened gateway of haste stacking. MFT+Hope is haste stacking and technically DH+MFT is also haste stacking. it is minor amount of haste stacking yet there has been complained about that. Blood-rush has all those conditions because the perk design is inherently haste stacking by nature of resetting exhaustion.

    Still, being on death hook, being healthy AND being once a trial is a lot.

    It's one of those perks that, any buffs can be too good for it which sucks cause the idea itself is cool.

  • The killer instict terror radius check shouldn't be taken from surv's pov. That's all.

  • Imma be honest, I don't know why you guys are so enticed by legacy. It's just some cheatos. Except for the heads (and even then that's a sometimes), most basic survivor outfits are also bad.

  • @DaddyMyers_Mori said:

    Doesn't Cut Loose kinda creates this effect?

    Nah, the bug they mentioned worked diffrently. Basically, you did a vault, there was a sound cue for the vault, but you ended on the same side of the window where you started from.

    If this was created into a perk it would have to have exhaustion imo tho.

  • @Boons123 said:

    All this rejection out of fear of that angry Meg

    I gave an example where I give weak Perks good effects to make them good

    Well to prevent the spread of fear of Lady Meg

    Quick & Quiet

    -Reduced the cooldown period from 20 seconds to 17.5 seconds

    Sprint Burst

    -Increased speed from 150% to 155%

    Adrenaline

    -Reducing the duration of exhaustion  from 40 seconds to 35 seconds

    Everything that happened here is just changing numbers

    You can't argue, "Oh no! This will make Meg kill the killers. It's scary."

    So no one has presented a convincing argument, most of which are based on Meg's phobia

    “But this will make some survivors more likely than others!” This is normal. Do you want to punish players for their choice?

    "This will force some people to leave their favorite character." This is a weak argument because if I have a favorite character for his voice and skins, why would I leave him for some perks? In the end, no one forces him to leave his favorite character

    It's unrealistic to expect BHVR to make so many new effects or number changes to the number of perks we have.

    Also the biggest fear (especially for soloq) is that people will actually care what survivor you use. Dodging or toxicity could become way more frequent. This is of course just an assumption, but it's a fair one, seeing what survivors can do against some killers.

    Also, also, would killers get the same treatment or not?

  • Don't get hooked 👍️

    in Why? Comment by Milo
  • From what I've read, it's temporary until they deal with cheaters?

  • I mean does it? I remember it working like a normal lullaby.

  • I assume, by blood inside the locker they mean the bleeding that happens outside the door of the locker while inside said locker.

    (although a good change would be to auto remove any blood you made from the map while you go into the locker, via magic)

  • @chloéfromage said:

    They honestly deserve the money though. This chapter is great.

    Let us make the opinion and let us make a choice if we want the bundle or not. (remember, free cosmetics with chapters existed before and they were free)

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467502#Comment_3467502

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467535#Comment_3467535

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467561#Comment_3467561

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467703#Comment_3467703

    As far as I'm aware, the anti-camp feature hasn't been in a PTB yet. I'm not talking about reassurance. I'm talking about the timer that builds when the killer is near the hook. Once it's full, the survivor can unhook themselves. They said if a survivor is near, that this timer will continue to build but slower. How I understood it, this doesn't keep a survivor on hook longer, the anti-camp mechanic simply builds a meter that, when full, the hooked person can unhook themselves. I'd imagine they would still be going through hook phases, so I don't see how a survivor could troll the person on hook by running to them....they would still die just as fast as normal if no one unhooked them.

    Long story short, a survivor could just run to the hook and loop around it which would kick in the anti-facecamp feature that will allow that person on the hook to unhook themselves.

    We don't know how fast it would trigger. So, for now, we should wait for that PTB and see what they propose.

    +Correct me if I'm wrong, but didn't they say they would build even slower when killer is chasing someone near the hook?

  • I feel one good fix would be to make it more like Dead Hard where it doesn't go away after doing any action other than using it + make it available during end game again.

    And you lost me. It should have it's stun duration increased, yes and disable powers for a couple of seconds. That's all.

  • @Emeal said:

    I dislike Made for This as much as the next Killer, but you got to not gut the perk and make it useless for Survivors. or they wont consider it and then the Perk serves no purpose.

    I'd say instead,

    1. Removing the Healing Effect is good idea as its just adding sugar on top the sugarpile.
    2. Keep the 3% effect as is. As its still strong and its most appealing quality.

    But you're not doing anything about the part people are complaining about...?

    As for OP, I would rather not tie it into chase mechanic, but that could work I suppose. However it would feel really bad.

  • It's unfair to either side.

    Except when a killer dc's. If something like this was implemented, survivor would have to get automatically hooked or something, since "tactically dc'ing" could become an issue.

  • I hope this doesn’t potentially break the game since some perks for either side are just generally more powerful than others.

    Well then, you already see it could break the game. Even tier 1 perks could be problematic in some scenarios. It would just create a meta for survivors too, killers doubt would change that much, cause it's mostly their power that makes a killer good.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/380770/rift-re-colored-skins-should-make-it-into-the-shop

    I think the point of time exclusivity is to make you spend, I doubt their marketing team would agree with you lol.

    The skins from the rifts do make an apperance eventually (see Kate's or legion for example) however recolors of existing skin don't. Or atleast haven't yet.

  • Only level 4 of tomes (and rarely tbh) force 4k, unless I missed it this tome. Same for emblems, 4k aren't required.

  • @Bradcore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464492#Comment_3464492

    Since I primarily play Survivor and I remember when someone could be taken down immediately after being unhooked, it was very fun. People had to be much more methodical about unhooking their teammates and not just blindly run in right in front of the killer. The instant takedown risk made for a much more enjoyable and tense game than it is today.

    Aaaand I don't believe you. Wonder why Borrowed Time was used so much back then, right?

  • https://forums.bhvr.com/dead-by-daylight/categories/bugs

    Recommend posting this there. Alternatively, you could check if a post about this already exists.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463503#Comment_3463503

    "If you keep running" is the problem here. It locks the survivor into an endless chase with no other option than to run. Its only problematic if legion cancels his power. That is my only issue with this. It forces the survivor into an unrecoverable situation.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463477#Comment_3463477

    I've always felt the intended gameplay of legion is to use his power for exactly what it was designed to do which is track other survivors. I'm noticing many legion players not doing this and simply using it to force survivors into an unrecoverable situation. That is why I suggested for the deep wound to wear off over time IF legion deactivates his power and continues to chase you. That only seems fair to me.

    I've always felt the intended gameplay of legion is to use his power for exactly what it was designed to do which is track other survivors. I'm noticing many legion players not doing this and simply using it to force survivors into an unrecoverable situation. That is why I suggested for the deep wound to wear off over time IF legion deactivates his power and continues to chase you. That only seems fair to me.

    Legion's power is used to injure multiple survivors that are close to each other and make them waste a little bit of time mending+maybe healing. They can also use it to get a "free hit" on a survivor.

    I don't really get your point. If it was the old Legion? Sure whatever, but you literally cannot die from Deep Wound if you keep moving or hold M1. It's like Plague's "free hit". Should the sickness remove itself if she keeps chasing you?

  • @JustAnotherNewbie said:

    It should have been 50%. I hope they make it 50% on the last week or something.

    That would be even more scummy lol.

  • @DrKetchup said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462089#Comment_3462089

    What risk? First of all the addon is iridescent, so it's a VERY rare occurrence. And on top of that, there is 0 risk to stay unclean. Even if she gets a hook with the base kit pool, for the rest of the game you can use whatever perks you want against a 115% killer. Shift W, 3% Made for this, if you go down to a base kit M1 killer then you did something terribly wrong.

    That's the point. You either risk giving her a long range attack or risk being a *injured survivor. Her basekit pool exists so she can atleast use it once if survivors don't ever cleanse.

    *MFT kinda ruins that but w/e.

  • @Awesometrax said:

    Personally I think all of the event features are just super unhealthy. I get that they don't want to just have extra BP or haste, but when the features become something that is heavily abusable, it's a problem. And I feel that way for both sides and I honestly hope that BHVR considers removing the extra effects before the anniversary event finishes.

    They won't do that.

    Also I appreciate them doing something new! It's really cool. I for once don't care about balance.

  • @Luceus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461685#Comment_3461685

    Wdym?????? Killers literally are guaranteed to get a mask, either they win and the hatch opens when they get the 3rd kill or survivors win and they get the mask when survs open exit gates...

    There is 0 try harding required there, the only scenario where you could fail to get a mask is either by not getting an invitation completely or forgetting to keep a charge

    Survivors have to power exit gates (or was it open I forgor). Killers want to kill. Survivors will try to be even more efficient to unlock masks so they do gens even faster. Killers in response have to play more tryhardy.

    I personally won't try to kill anyone, just 2 hook (unless a challenge says otherwise), but you must understand this. An action has a reaction.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461602#Comment_3461602

    So basically both sides tryhard, so they secure as much BP as they can.

    It's some time since I have seen that many BNP as today.

    I had one game out of like 15, which I would call enjoyable today. Rest was tryhard festival.

    Technically, both sides have to tryhard more than usual until everyone gets their masks (which should take about 3 days max).

    In theory the game should return to it's normal amount of challenge by that time.

    Again, it's the fault of how the objective functions, so it being done should make it more enjoyable.... in theory .

  • They hardly ever do Iri shards price reductions. I think they've done it once during Blighted event? I might be misremembering it tho.

  • This is the reality of events in DBD nowadays unfortunately...

    If survivors rewards were easier they would kill themselfes on hook. Killers play even more competetive durings the event, because survivors have to play more competetive. Unfortunately for us all.

  • They're buffing him tho because EMP spam makes him weak...

  • Made for this problem isn't Endurance but Haste. So actually, I would personally prefer they would go into Endurance direction if they decided to nerf it.

    Soul Guard also doesn't make much sense to me? It's niche is helping you get out if the killer slugged you too long (and there's a hex in play/a survivor helped you). It would make an already weak perk (atleast imo) even weaker for no reason.

    Styptic makes sense why not.

    And hooks, it's a nice way to make anti-tunneling perks not get wasted in 3 seconds. Although, taking 2 additional hits for survivors with this and OTR/Dead Hard could be scary and even promote unsafe unhooking even more.

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379620/future-patch-players-keep-endurance-indefinitely

    so when 2 survivors unhook in the basement and the killer happens to be there (not camping, necessarily), the survivors can lock him in there for the rest of all eternity?

    Or the survivors, after unhooking, just follow the killer and he can no longer hook anybody because they all have infinite endurance?

    Ever thought about how a bubba with insidious counters your idea? or blight with his addon? or wraith? or onryo? or pig? or ghost face?

    And how about, in your first example, just dodging the hatchet? you know? gettin gud?

    You can not build a mechanic around indefinite endurance like this without some way to abuse it. Time based endurance is enough to counter this.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457320#Comment_3457320

    this endurance effect is only lasting under the impress the killer is face-camping;Which the developers are obviously against as their implementing this feature

    not the devs are against face camping, survivors who get face camped are.

    I dont get why so many people are so winy about face camping. Sure, its a boring tactic for killers who are to trash to chase but its a free escape for 3/4 survivors. When you see some one camping just do gens and escape.

    And if YOU get face camped, just hang in there and laugh, laugh about the guy who is to bad to play the game properly.

    Keep calm and Live, Laugh, Report.

    I dont get why so many people are so winy about face camping. Sure, its a boring tactic for killers who are to trash to chase but its a free escape for 3/4 survivors. When you see some one camping just do gens and escape.

    And if YOU get face camped, just hang in there and laugh, laugh about the guy who is to bad to play the game properly.

    Because it's not fun. The same way not getting downs as killer and survs completing gens quickly isn't fun.

    Playing another game after getting camped doesn't sound like a fun idea either.

  • @mangomilkshake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456785#Comment_3456785

    I see your point but then again there's random alien spiders and centipede looking things crawling around. Those intentional? The creatures flying in the sky are large aliens if you take a closer look.

    The entity recreates those, while Crows are ... like eyes of the Entity (even tho everything is Entity technically).

    It would be cool if specific maps had diffrent alert givers (Larry's crows that fly through the ceiling) but I doubt that will happen for consistency reasons.

  • @NikeTag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456077#Comment_3456077

    I was thinking on endurance still being active, and if being hit, it would just bring your mending bar lower, and also since it could be a powerful perk, i thought of it being a hex, which could control of it being off once the totem is cleansed.

    Endurance doesn't work while Deep Wounded (Mending). It being a hex would make it... more balanced but still the idea is tricky.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454502#Comment_3454502

    Of course it can get nerfed.

    Basically only movement speed aspect is problematic.

    You could replace it with faster healing speed (downed survivors) and it would be great anti slugging perk.

    How much healing speed it should give tho, Cause WGLF exists. Also unless you're already injured, killers would go for the person who was downed, which promotes WGLF usage (although the conditions really hinders the perk)

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455748#Comment_3455748

    This would hurt Guardian. Guardian gives 7% haste on unhook when survivors basekit get 10%.

    I don't think we need to go straight for no haste stacking, we can nerf it by making it stack multiplicatively so that multiple effects together are not as strong.

    Oh right Guardian... Fair. If this combo becomes a problem, this is the only way I can see it being nerfed. Unless they nerf hope to like 5% and Made for This to 2% I guess (or rework it).

  • The easiest fix is to remove haste stacking. Atm that would only hurt Dark Theory, but eh, it's not good anyways.

    For now I assume people will start running NOED on M1 killers for that extra boost of speed (which will get destroyed in 30 seconds)

  • Wait, this is just Hillbilly's mechanic! (with camping penalty)

  • Wouldn't this be the 100% use add-on then? Or am I completely missing how Nemesis functions?

  • Probably a bug? Perhaps related to Wiretap.

  • @Boons123 said:

    Emphatic conection: is just a worse version of empathy.?!

    Dude, I don't want to run to the survivors to heal them

    Let them come to you and also heal them 10% faster

    empathy is the bad version of this

    They're a version of each other.

    Empathy gives you info where the chase takes place and you can bring your heals to them when they're safe.

    Emphatic gives them the info where you are for a safe and quicker heal.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450427#Comment_3450427

    Reckon there'd be two effects on the same totem. Doesn't undying/haunted work that way?

    They don't. Undying and Haunted take up 3 diffrent totems, if Haunted dies, undying saves it. But that could be interesting for a Boon Hex style perk tbh

    @Frogsplosion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450427#Comment_3450427

    I was actually tempted to make it longer since the entire idea was to force a survivor to stop doing a generator temporarily to go find the hex totem, but I figured that might make it a little too oppressive.

    The interaction with plaything could potentially be a problem since it does I imagine hide the aura of the hex totem, although you could just explicitly make it so the two do not work together and that would probably solve the problem.

    Oh no, my problem with Plaything and Despair was that they both work activate while hooking a survivor. The issue is, which one activates first if you run them both? The easiest solution would be to change it's condition to something else or slightly modify it (like "if the survivor hangs on a hook for x seconds, this perk activates")

‹ 1 2 3 … 136