Nebula
Nebula
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- Nebula
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2v8 is the only thing I come back to the game for now as I’ve been playing this game since 2018. I’m bored with the typical 1v4, and it’s a breath of fresh air (balanced or not) to play.
The games 8.5 years old, it’s about time they make game modes permanent and not an every 3 month for two weeks thing.
Killer queues would not be so miserable if 2v8 was permanent.
At the very least, perk randomizer should be a permanent game mode.
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@Hex_Ignored said:
The problematic part here isn't necessarily deathslinger but rather hillbilly with his insta down and the huntress with her bug
Absolutely, these problems can coexist though.
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@Crowman said:
If both killers focus their energy on you, you weren't going to last very long regardless.
Correct, but this easily something that can occur while not being chased by both of them. Get speared and the Huntress can be however far away they please for the most part, they turn, snipe you and go back to what they were doing.
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At the very least the incentive should be uncapped proportional to what the balance is looking like.
The survivor bonus should be 1000%+. Probably won’t change anything but what’s the point of being stingy if people can’t even play the new mode.
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This has been a rather popular opinion for years
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711809#Comment_3711809
4 survivors alive: Gen speeds are 10-15%% slower, meaning they now take 9 seconds longer for a solo gen, putting solo repair speed at 99 seconds or 103.5 seconds
Oh I remember what happened in the first day that bhvr added +10 seconds to each gen - every killer used Thana so every gen was unbearable. I wonder what will happen when you increase gen time even more? Maybe let survivors work on one gen for 2 minutes straight, so PR+POP+Grim combo would be even more balanced on Blight/Wesker? :)
Well I mean I think it’d be a rather straightforward decision to nerf gen regression perks with a change like this
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711714#Comment_3711714
I think a lot of that is to due with the fact that most people have accepted that if they go down, their game is likely over.
Could be wrong, but that's the attitude I've seen. Especially for early downs.
I really think Survivors need a mid-match or late-match comeback mechanic. I think that would help out a lot.
Some system like the following IMO would incentivize healthier gameplay for both sides (although I know increasing gen speeds at all would and can be seen as very annoying, but for the sake of balance and health I think it’s necessary).
- 4 survivors alive: Gen speeds are 10-15%% slower, meaning they now take 9 seconds longer for a solo gen, putting solo repair speed at 99 seconds or 103.5 seconds
- 3 survivors alive: Gen speeds are 10-15% faster, meaning a solo gen takes between 76.5 and 81 seconds (not sure if 15% would be too much tbh)
- 2 survivors alive: Gen speeds increase by 35%, meaning a solo gen takes 58.5 seconds to complete.
Killers would be more incentivized to spread pressure and (potentially) not feel as big of a need to stack gen regression. Survivors would be more incentivized to stick the game as they now have some sort of chance of getting out even in the common scenario of 3 people left 3 gens left. These numbers are a spitball and I’m sure with testing a better range can be found but repair speeds should be based off survivors left so issues like people immediately quitting upon an early down don’t feel like the match is automatically lost.
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@moputopia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711425#Comment_3711425
I find it very distasteful you "brought attention to this" by basically advertising it in a Youtube video. That video seems to be unlisted now at least, but with it being a clearly unintended advantage in-game, it was strange you didn't consider your impact when teaching people how to use an exploit.
It brings more attention to the exploit and puts more pressure on BHVR to actually take action.
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Why is this “under review” and not something that’s just immediately kill switched. This is actually ridiculous. It’s been a month.
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if you’re on console I would definitely recommend going Clown before Trickster. Better perks and way easier to use on controller. But ultimately you should pick whoever you want the most and think you’ll enjoy more.
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@Vlarian said:
Nurse is perfectly fine atm, shes incredibly hard to play and mistakes cost her the game
@Livion said:
Well... Maybe nurse isn't that bad after all, after reading the many comments here I am fine with her being the best considering the skill expression and the fact the counterplay actually works
Nurses difficulty is vastly overrated. Blight, Billy and Huntress are much harder to play and have way more depth than Nurse does.
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@Chocolate_Cosmos said:
Nurse is one of the most unique Killers in the game, like it or not.
She is the ONLY killer from ALL 35+ killers that you have to play differently againts and as her. You have to change your playstyle.
She was nerfed like X times in row, like almost every year she gets nerfed. How much you people want? Do you want to make her just bad killer to play? She is one of the few killers if not the only one who even the most skilled Survivors have to respect (her power).
Nurse should be nerfed purely for the plethora of things in the game that make the rest of the roster / perks worse simply because of how strong she is. Balancing maps and perks would be so much easier for them if they didn't have to account for a killer that literally breaks the fundamentals of the game.
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Not a Xeno main, but I do play them quite often, and I enjoy playing as Xeno. The tail attack feels smooth and fluid to use. The hitbox is a little small, I'd compare it a lot to Nemesis' whip in terms of size but definitely more fluid to use as it only requires one input to use compared to two like Nemesis.
I always compare Xeno to being a mix of Demo and Nemesis in terms of power and how they play. The tail is used a lot like Nemesis would use his whip and the tunnels are enjoyable to use and comparable to Demos but without the setup.
Crawler mode does lower the PoV quite a bit, so if that's something to bother you, you might want to take note of it. And being able to be taken out of your power from flame turrets can be quite annoying at times but other than that I definitely enjoy playing as Xeno. A very strong chase killer with good map mobility.
Also if you do decide to purchase Xeno, the hitbox for the tail coming around corners or trying to hit a tight angle can feel a bit wonky at times, it's nice to remember that the tail hitbox comes from the top down and can be slightly adjusted to change the hitbox like Nemesis' whip can. You learn with time what you can and can't hit over and for some things, if you aim up with your tail a little bit than tilt the camera down as it's releasing, you can get some really cheeky hits.
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@JackOf4llTrades said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702449#Comment_3702449
Tell me you don't play killer without saying it.
I play a majority killer nowadays lol. Practically the only games I lose are when map offerings and multiple meta perks/items are brought (FTP+Buckle Up, multiple dead hards, syringes, etc.)
The game is killer sided outside of coordinated groups who are clearly trying to win, and I don’t think anyone’s argued against that, that’s always been the case. If I stacked gen regression perks, my win percentage would go from like 75-80% like it currently is to 90+%. If you’re stacking gen regression and still losing a majority of your games, your MMR has clearly outpaced your skill level with the help of gen regression.
May I ask how long you’ve been playing the game for? Because like I said, outside of OverBrine meta, this is without a doubt the strongest killer has ever been in the 6 years I’ve been playing the game. Stacking Pain res, pop, grim embrace might as well make the survivors start with 7-8 gens.
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why is this even a debate, of course it’s cheating. they wouldn’t do it if it didn’t give an advantage.
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EDIT: Forgot to quote you, @UnusedAccount
Not everything has to be tit for tat. The main issue with Wesker's infection is that when tunneling straight off hook it promotes bad gameplay and an unhealthy playstyle. I still don't understand how pausing Wesker's infection during chase punishes him for using his power. This would change nothing except rewarding a minute straight of tunneling with a 7% haste debuff. If you can't get a down off a tunnel by the time the infection fully ticks you more than likely don't deserve it and for sure shouldn't be rewarded for it. This isn't some huge nerf or anything, the threat of the infection would still make survivors cleanse and provide a meaningful slowdown.
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@zarr said:
While it is of course very disappointing that the devs even came up with and spent time on these ideas to begin with (all the more so after having had years to think about and work on them) and that they are now reverting most of all of them, leaving the update rather underwhelming, I do have to say that I for one am positively surprised and appreciate that despite putting this work in, BHVR swallowed any pride and just really went back on all of it, valuing the community's general opinion that the changes are not good.
The DS buff and Blight and Ultimate Weapon nerfs will still have tangible, significant effects on the game, so the update is far from inconsequential. I will say that I would have preferred for Blight's flick to be limited instead of his ability to slide off textures removed. Flicking is pretty BS, hugging enables creative and cool plays. But it won't break Blight either, I think given how good his add-ons are he will still be S-tier. I think the Ultimate Weapon adjustment is perfectly adequate, although it's just a little lame now perhaps. I think reducing its active window to 15 seconds and its cooldown to 45 would have sufficed. But I'm not really complaining, the perk just made the game a little too easy.
For Twins, I think they should have kept the part where Victor also latches onto downed survivors, and Charlotte gains 10% Haste whenever Victor is attached to a survivor. This would prevent Victor from being able to go on a slugging spree, but enable Charlotte to not only more reliably pick up survivors Victor downed but also be more of a threat herself. But regardless, I welcome the QoL improvements to a killer I personally have always enjoyed immensely to play as and against.
I will have to play on the new Haddonfield more to be able to tell just how it plays for both roles. It seemed a bit too killer-leaning on the PTB, but I didn't play much and the sheer brokenness of PTB Twins of course tinged that entire experience in a bad light.
I'm still looking forward to the new store as well as any possible improvements to come with the engine update, although I don't suspect there really will be any. Well, at least the game will run on DX12 by default, which can be an improvement for people that weren't already aware of how to enable it.
I agree. There was a point and time in this game where the response to the backlash this PTB got would have been met with something along the lines of “the work and resources have already been put in, we’ll see how these changes go live and possibly consider changing things in the future”. Glad to see they can recognize that eating this loss was healthier for the game than being prideful.
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@UnusedAccount said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702679#Comment_3702679
This just punishes Wesker from using his power now, what are you talking about?
Punishes him from using his power how? Genuinely, I don’t understand what you mean. This doesn’t punish him at all, just doesn’t give him a guaranteed tunnel out. Does Pig putting a trap on a survivor and tunneling them while it’s active not allow her to use her power? Weskers infection provides a threat and slowdown, exactly like Pigs. Let’s not act like Weskers power is hard to hit now. He’s a cracked Demo who also gets rewarded with slowdown for hitting his power, unlike Demo.
His current infection timer rewards him for bad play. Literally all this would change is the scenario where he tunnels off hook and fails to get a down within a minute of that happening. You shouldn’t just get a 7% haste debuff for struggling to tunnel, why are we rewarding that.
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Weskers infection should work like Pig's traps and I'm honestly shocked it doesn't, it's such a simple solution.
Pause the infection timer while in chase, easy as that.
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Yup, had the same problem last night. Tried like 6 different things and none of them worked, must have been a widespread issue then.
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@JackOf4llTrades said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700918#Comment_3700918
It will not help, here is why:
- Generator progress with 4 survivors alive -10% means gens will be repaired 9 seconds longer. There is nothing more boring than repairing them, you will make game even worse.
- Generator repair + 20% for 2 survivors is nothing, unless its last gen, but even then it will more often turn into third death even if gen repaired successfully.
Tunneling problem have its place for two reasons: its easier for killer to win by tunneling AND generator repaired too fast, so killer cannot afford himself to waste a single precious second to go for full hp person, while unhooked injured one has nothing (even then we don't know, he might have off the record, DS, DH, SWF). Playing as killer is pain in the ass right now, especially if you are playing as a nice guy. But if you don't its not much better. Unless you are playing tunneling camping Nurse, Huntress and other top tier killers with top tier perks.
Outside of Eruption, CoB, Overcharge meta, killer in general is the easiest it’s ever been for a plethora of reasons.
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@Hermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699655#Comment_3699655
Why?
Why should there be a comeback mechanic in this situation?
Some kind of mechanic put in place such as
- Generator progress with 4 survivors alive is -10%
- Generator progress with 3 survivors alive is +5%
- Generator progress with 2 survivors alive is +20%
Would help alleviate the tunneling problem and incentivize killers to spread hooks, and also help with the issue of 2 survivors left just hiding and wasting time as they would have an actual chance of escaping still. Just makes the game more interesting IMO.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700770#Comment_3700770
"the difference though is that on outdoor maps, you can cut them off,
push them towards the edge, or zone them towards the direction you want
the chase to go. All much harder if not impossible to do on a map like
Midwich. "That is a great point. I would probably argue though that the time spent herding them into that direction for chase itself is a lot of hold w to begin with. So you wasted a lot of hold w time getting them there and they go down easy because you got them in a dead zone with no counter player. Boring for both sides. I'd say that's bad design as well.
"Midwich can also be an absolute pain to traverse as a non mobility
killer as there’s only two locations to reach upstairs with outside
breaking 2 walls. "That is a fair point as well. However, I'd argue you could say this is an issue for m1 killers on almost any map, outdoor ones included. This is an issue of m1 killers we agree on, but this is an m1 killer issue, not a Midwhich issue.
Very fair, and you’re definitely correct on both points. It seems that I may just enjoy the slight bit more of agency and decision making that you get with getting to determine where to take the chase on outdoor maps compared to indoor maps. Hold W is definitely a universal problem in the game.
Also want to point out that I do think that indoor maps are a healthy departure from the typical gameplay and can elevate certain killers and playstyles that struggle on the typical outdoor map.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700744#Comment_3700744
In theory if you just look at the map, yes. However, I find it doesn't in practice. I find this is inhibited a lot by being an indoor map. "Most" the time they're in the rooms on the sides as you come down the hallways and aren't sure which direction you're coming from, same level, lower level, they don't know. The circumstances you do just see them in the hallway is typically half way down, which in that scenario you're close enough that isn't much of a "hold w" scenario that it isn't a big deal. Most the "hold w" we talk about is like cross map outside the TR even distances that are an issue. In the rare case you are looking at them on the complete far opposite end of the hallway you don't chase these. It's the same as dropping chase as soon as you see them heading for a very strong structure you know you can't afford to commit time to. The point being that these long hallways are negated mostly by it being an indoor map where they usually don't know where you're at till you're already close enough that it "usually" isn't a hold w scenario.
I will say though that if those hallways look like a hold w problem, that should show how much of a hold w problem we have on every outdoor map because that exact distance of the hallway or even further is what you have on "most" the outdoor maps. That's how far you can see the killer coming on most outdoor maps and illustrates how much of an issue many outdoor maps are in design. Except those maps because they're outdoor removes the ability to start the chases up closer through confusion of the killers exact location that you do get on indoor maps, which solves this problem.
I see your point but the difference though is that on outdoor maps, you can cut them off, push them towards the edge, or zone them towards the direction you want the chase to go. All much harder if not impossible to do on a map like Midwich.
Midwich can also be an absolute pain to traverse as a non mobility killer as there’s only two locations to reach upstairs with outside breaking 2 walls.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700313#Comment_3700313
Yeah I like RPD a lot. My favorite is Midwhich though.
Is Midwich not the most hold W map in the game though? It’s easily in my games (especially if I’m not playing a ranged or projectile killer) the most I have to just hold forward as killer and rely on bloodlust to catch up.
The map practically begs you to run straight with its long corridors, 2 god pallets on the bottom floor, and practical 2 god windows that spawn randomly, chained with 2 pallets typically on either side of those said windows. The classroom spawns give you nothing to work with and just make you run forward as well as survivor.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699077#Comment_3699077
how is a perk so simple overtuned? 😂
it is the only stealth perk in the game that gives no general indication on any of its activations. Plaything gives you oblivious, nemesis gives you oblivious, trail of torment highlights the gen, tinkerer gives no indication for the first time but it’s the survivors who activate it and know when a gen gets to 70 the next time they will be undetectable, hysteria gives oblivious, and dark devotion gives no indication for first proc but you know it activates after if you see the obsession get hit.
What does Unforeseen tell you as a solo player that’s outside the immediate gen terror radius? Absolutely nothing. An overtuned perk that hurts solo queue players more than anyone else in a game where solo queue is already at the biggest disadvantage. They ran out of ideas for stealth perks and just power crept Dark Devotion and Trail of Torment, plus the cooldown is far too short without a way to get rid of it like Trail of Torment. Overtuned.
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@rad1sh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699665#Comment_3699665
I want to be able to automatically use the next power token if needed, while having control on how many tokens I'm using. That add on is awful haha, gives you no control on the number of tokens used and has huge downsides
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699675#Comment_3699675
I don't quite get your point on the long sweep after a quick down. I'm saying I want control on how many tokens used (as he has now), but ALSO holding M2 to automatically use the next token. You can still let go of M2 if you want to cancel after using one token. Thanks for the 6 sweeps things and you are right about the skill expression, but that should not be the sole determinant of whether a mechanic is in the game. Bubba already has skill expression (going tight around corners without tantrum, knowing the max distance from which you can use power, how to not get stunned by pallet when using power etc.). Right now this just seems extremely clunky and unnecessary to me, and could do with a change
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699682#Comment_3699682
No, refer to the quotes above
I get you, that would be a nice quality of life change for sure. For some reason though, I enjoy having to manually extend the sweeps but that’s more than likely just because I’ve gotten so used to it. Just something that requires a little more thought which I find enjoyable.
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It’s a good thing that you have to manually use the tokens because if not, you’d either be stuck in a long sweep after a quick down or stuck with a super long cooldown for 3 stacks when you may have only wanted to use one. The more you play as him the more intuitive using his sweeps become and you won’t be wasting time or distance. You get 6 sweeps with one charge so just keep an internal clock and extend on the 6th sweep and you won’t lose any distance you could have needed.
It’s a feature that adds skill expression to him which is never a bad thing.
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Definitely a thinner hitbox, I’d compare it to Nemesis’ whip. Not entirely terrible but does require precision and rightfully so for its quick pick up. Better than Slingers hitbox IMO.
As for people not playing her, I think it’s a few reasons. One being that I would guess a lot of people don’t enjoy the ability for survivors to take away your main power from you. Another (this is more so mine) being that Xeno is generally considered not a very enjoyable killer to face and I personally don’t like playing killers I find unenjoyable to play against, it makes me feel a bit hypocritical lol. And a possible last one of people just finding Xeno boring to play as in general. Not entirely the most complex or deep killer on the roster.
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699344#Comment_3699344
https://www.youtube.com/watch?v=QxQEf1JXq-Y
Seriously though, instead of saying it's bannable the devs should fix their game so that there's at least some hope of winning or at the very least not instantly dying if they actually try to do something.
Agreed. There needs to be some sort of comeback mechanic in place. 2 or more gens left with 2 survivors is quite literally a guaranteed win in the current game and there’s honestly no point to even trying, just a waste of time currently.
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it makes me sad that so many people seem to take this as toxic. I think it’s hilarious to do / see on both sides and adds a human element to the game that can severely lack at certain points.
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@sizzlingmario4 said:
I don’t think it’s a problem with Wesker, it’s a problem with Unforeseen in general. It lasts too long and cooldown is too short so it’s overall active too often. It’s also more difficult for survivors to recognize than most other stealth perks.
Giving Wesker a lullaby would be unnecessary imo.
Agreed. Unforeseen is an overtuned perk IMO. Feels like a perk that screws over solo queue players more than anything. Especially strong on Insta-down killers
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698530#Comment_3698530
nope, no changes have been made to MMR. We adjusted the soft cap back in October / November time and nothing has been adjusted since that time.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698546#Comment_3698546
I'd actually agree with a lot of this, The Unknown is a pretty strong killer but not the easiest to master - Otz was doing pretty well with it even on the PTB however, it seems to be a killer that he's particularly good with.
Then that just raises the question is it working properly if you can just go on massive win streaks like this?
Part of me thinks that matchmaking should be based upon what perks / add-ons you bring to the game. If you’re playing for a win streak, stacking full gen regression and great add-ons, should you not be faced against people bringing the same things? This would solve so many issues with the game IMO, it allows people to practically choose if they want to play casually or competitively. Because the game currently is “whoever brings the stronger build and strategy wins”.
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@Deathstroke said:
Seems many here on forum give hatch but I think we are small minority. In my survivor games giving hatch is very rare thing and I never expect it to happen. This week one killer gave me hatch which was huge surprice. They wanted me to wiggle and I didn't at first as I was expecting them to just put me on hook.
I don't remember last time before it might be even first one this year. I wish killers could see when you give props 👍 to them. I would wanted to show my respect to them but I gave my item to them though.
I give it myself sometimes more often I give exit to lose bit of MMR. But I almost never slug for 4K only for challenges and adepts or if some survivor really does not deserve to escape but then I often give the hatch or gate to the other slugged one. But survivors get hatch a lot of times themself so sometimes I just take my 4K occasionally.
I give hatch or gate about 50/50 of times probably 30/100 of times survivor gets either one themself. And that can be considered me giving it to them partly as I don't slug for 4K so I always give them that chance.
Agreed. I very rarely see people give myself or teammates hatch in a typical game, I never expect to get it. I genuinely couldn't tell you the last time I was actually given hatch, maybe a month or two ago?
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@HexHuntressThighs said:
Would you pay tens of thousands if not hundreds of thousands designing cosmetics for a game that would pay itself back at all? Not would very many people even get them? I want P100 rewards as much as the next person but it’s just not financially viable. They are in the business of making money at the end of the day.
I don’t think people are asking for complete redesigns of skins like the AOT Oni skin. Literally just something like Legacy or the Deep Rift re-colors, just something. It doesn’t cost tens of thousands or hundreds of thousands of dollars to do that. I could literally hop in photoshop right now and whip it out in 10 minutes.
It’s common business knowledge that retention leads to more profit. Giving people something to work towards with an actual incentive for hitting that milestone might and would keep people playing the game. Which means that they have a way higher chance of purchasing future DLC and other cosmetics. Just because the prestige skins wouldn’t produce direct profit does not mean it’s a sunk cost.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697277#Comment_3697277
[…] You still need to evaluate whether not the yellow is bad or decent. […]
Against killers with decent chase powers? Maybe. Though even then often enough it pays to simply drop the yellow and use that little bit of extra distance to make for a stronger yellow.
Against M1 killers? Hell no. Drop the yellow (or don't, they won't catch up any time soon anyway) and make more distance until eventually you have no choice but to camp yellow. Then drop yellow on the killer's head and run to next yellow.
Before yesterday, I would have been more inclined to agree but my lord, the Shift + W is strong in some people. Against Freddy no less. I can definitely see how you absolutely cannot loop against a M1 killer and this is your only counterplay.
I mean I’d argue the majority of the cast have good chase powers and unless the pallet is completely safe, which there are a noticeable amount less of, just don’t break the pallet and you don’t let them get distance. And if they are just quite literally pre-dropping and running as far away as possible, you probably shouldn’t commit them unless you want to go on a world tour.
Especially with Freddy too, just don’t break the pallet, place a snare and depending on RNG or where they’re at you have a good chance of getting a hit.
IMO, you vastly overestimate WoO’s impact on the game. It doesn’t run tiles for you, just gets you there, which the majority of players can do with or without it. And the players that truly crutch on it and just “run to yellow” as you say, are probably not good in chase anyways.
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I love playing as and against scratch mirror, but to each their own I guess.
@sirlemonhead said:
I utterly hate going against scratch mirror. It's really boring and I don't recall ever being scared by it. It's a really predictable playstyle and most of them refuse to chase, eventually down someone and then just hook camp.
And you send them to an awful map on top of it.
But like, yeah, they shouldn't have been horrible to you in the end game chat.
Also, it’s not a refusal to chase it’s just quite literally almost impossible to legit chase someone with Tier 1 Myers lol.
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Survivor:
- Head On
- Quick & Quiet
- Bond
- Empathic Connection
Not only do I just love head on, but this build not only lets me see where to go for them, but let's injured teammates see me go for them. Always fun to have a random teammate run the killer in front of the locker I go for mid-chase. More so just wish that Head On highlighted the locker you're in to get around this, but what can you do.
Killer:
- Lethal Pursuer
- BBQ / Floods
- Brutal Strength
- Agitation
I usually like going for more quality of life perks on killer. Starting and finding chases quicker, breaking pallets and walls quicker, and carrying survivors quicker. Agitation almost always counters sabo and block plays as well so gives you one less thing to worry about.
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@Xyvielia said:
I like to let new Survivors experience the kind n gentle side of the Killer😌
Survivor players get enough harsh experiences from the greater majority of Killer players, especially lately considering the extreme Hard Tunnel and Camping Fever relentlessness that’s become the mainstream.
Some seasoned teams just insist on begging to be slugged…
tho, I play almost all my matches chill n meemy, and certainly never go out of my way to ruin Baby Survivor’s first impressions of DBD.
This is more so my thought process. I'd like to give them a break from what I assume is probably some frustrating games, let them try to take me on a chase and have a laugh or two.
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@LeFennecFox said:
I make sure they don't reach endgame I'm not boosting them into harder lobbies
Making it to endgame has no impact on MMR, only escaping through the gates grants you a boost in MMR. Escaping through the hatch is considered a draw and grants no MMR.
Add on to this that the majority of the time you encounter a new player as an experienced player, it's because they're playing with another experienced player, so they'll almost always be matched against people that are way better than them. I'd like to give them a good time instead of being just another stomp.
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my cousins new puppy Stevie 😭
and my girlfriends beautiful cat Sugar 🥰 (don’t forget to feed her at 6 am sharp or else….)
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As someone that used to play on a flatscreen, I appreciate the up in brightness that the new graphics have taken. It used to be miserable to load into Macmillan or The Game on a TV back in the day. Literally was Dredge's Nightfall mechanic before it was ever a thing lol.
As for the art style, I think that DbD definitely still has a unique art style, especially with the cosmetics and themes of the maps. I think nostalgia gets the better of a lot of people when looking back on older graphics and animations (although I do miss old Coldwind, please bring that back).
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694580#Comment_3694580
Because it takes some nuance to figure these things out. What exactly IS the problem. Its "strong" yes, but is it just plain too strong? Does it lack counterplay? Do they need to weaken it to just make it weaker? Or is there some counterplay that might be added? These are the types of things that you need to test to determine what exactly the problem is. Maybe the whole thing actually feels pretty good, but its just too strong, or maybe it feels totally wrong, and they need to go back to the drawing board.
It gives you an indication of where to go with things.
My problem is when it seems clear that they didn't do much internal testing when pushing the PTBs out. Victor is undoubtedly one of the most broken killers to ever grace this game and I don't understand how this version even makes a PTB. If they conducted thorough internal testing, the version of the Twins that hit the PTB would be much closer to a balanced killer and it would be much easier for them to make the adjustments necessary to make them fair and fun for both sides. Add on to this that they've apparently been working on this Twins rework for years, and this is what it was?
Things like the DS animation as well. Just seems so poorly made and looks so clunky honestly. Did they really need the community to tell them that? Why couldn't their team just look at that animation and realize that it's not something that fits or looks smooth in the slightest. It's just disappointing honestly.
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Say hello to my sisters puppies Millie and Mackie 🥰
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This is absolutely fantastic! May I ask what you use to create your beautiful artwork? Been trying to get into ProCreate lately, but am struggling a little bit as digital art has never been my strong suit, I'm more of a sketcher 😂
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@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692511#Comment_3692511
Don't forget Oceiana, which counts Australia, New Zealand, Fiji, Solomon Islands and parts of Japan/China/Korea (these guys are mostly VPNers, but I could be wrong) to name a few. IIRC the OCE servers are in Sydney (or Melbourne) so if you're outside of those states or even Australia you just have to put up with 80+ ping. Hell even within Australia with decent internet, I still have to deal with 75-150 ping, depending on the traffic on the server, weather, server/providor issues or multiple people in my house using the network.
Same, I'm located in the midwestern United States. For some reason the only two servers they have in the US are in Oregon (literally about as far north and west you can go in the continental US) and in Northern Virginia (on the Eastern Coast). No servers to be found in the whole middle of the country… I'm about 500 miles away from the Virginia server and have never seen my ping (which is typically around 20 on any other game) go below 60 before. I don't know if it's a money thing, out of the cards or what, but it shocks me how a game as big as this has so few servers.
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@Callahan9116 said:
If you move the right joystick you move with your view. You can't touch only the right joystick and look behind you without going another direction
So you move your left stick in the opposite direction to compensate, it’s really not that hard once you get used to it.
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@Xyvielia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692230#Comment_3692230
MKDeceptions Puzzle Kombat >
imo
Puzzle Kombat was actually one of my favorite things in the world as a kid, that nostalgia just hit deep
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@BOFH said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692130#Comment_3692130
WASD is camera-relative, not charcter-relative.
If you want to look behind you during chase on PC, you need to rapidly swing your camera behind you and switch from holding W to holding S while your camera is pointed backwards.
That said, OP specifically said they were on console, so none of that applies.
I have no clue what they are talking about, it's arguably easier to look backwards while maintaining the same direction on console than it is on PC.
yeah that’s where my confusion stems from, it sounds like you have to do the same thing on both platforms


