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Zenislev

Zenislev

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Zenislev
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  • They're certainly not fun to play in loops. Their power is absolutely worthless in chase so looping them must feel like the easiest thing in the world. If you don't find that fun, then, okay, fine. The killer isn't having a good time either. Those snipes are the only thing they can do that's worth doing.

    The fix would be pretty easy too, just give them full control over where they can aim the beam as it moves out. If they could aim it back into themselves without having to do a super telegraphed 360 then they could actually do something with their power in chase.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111896#Comment_4111896

    This was literally 8 YEARS AGO, the fact that people bring up something from over a decade ago that only pertained to one developer is actually insane. Some of the devs used to stream the game but unfortunately not anymore. Then again I don't blame them as they could mess up by leaking things on accident.

    Hey, real quick, how long is a decade?

  • Considering how hard you have to fight against her power as the killer to get it to do anything, yeah, she's very weak.

  • @BloodBehemoth said:

    Hex perks are one thing, sometimes a Hex perk can single-handedly sway the trial in the Killer's favor, but Dissolution is not a Hex. This notification makes the perk absolutely useless.

    How would you like it if when the Killer downed you, and you had DS locked and loaded, the game slapped an icon on their screen telling them you had it. Does that sound fair? Does that sound like it would make the perk completely useless?

    That's what I thought.

    You're getting downvoted but you're right. Dissolution really shouldn't announce itself, that's what makes it a worthless perk. Some things should be able to catch survivors off guard. More things actually. As it is, the game is designed to hold survivors hands through everything.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109776#Comment_4109776

    Hopefully it will help with situations like this - there is only 0.6 seconds between any audio or visual indication and the beam hitting survivors:

    https://youtu.be/HppVjahqC0c

    How is this scenario a problem? Powers should be more strong in some situations and less strong in others. You got sniped? Okay, and? It's not like they'll be able to hit you with their power at a loop. It was fine enough at a distance, and weaker up close, now it's just weak since survivors get every notification in the world that it's coming.

    Killer powers need less counter play, not more.

  • I'd rather not use the planet killing plagiarism machine for anything, but that's me.

  • Personally, I don't think we're getting jack ######### with the mid chapter, but even if we were, are you sure you want that? With the devs having shown just how "aware" they are with their games problems and and how they've been balancing things, are you really sure you want that?

  • @Yamalive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094832#Comment_4094832

    Either you didnt play the last Blood Moon or you just didnt understand how it worked. Just run the regression builds and noone could crank out anything.

    Sounds to me like you didn't play it because those blood gens went by in a heartbeat. Here's a tip for you, you're supposed to fill up on blood at a gas pump and then pour that into the blood gen. That whole process not only goes by very quickly, it also ensures that the killer will struggle to find you because you're always moving. Figured you might not know that given just how mistaken you are about the event.

  • @Yamalive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093955#Comment_4093955

    Did you even play last Blood Moon? Ever heard of the regression-dilemma? I guess not.

    Yeah, I've played every event for years now. There was no dilemma. Players could crank out blood gens very quickly and since they don't have to stay in place, the killer would struggle to find them as they were doing them.

  • @Yamalive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093374#Comment_4093374

    the events always favored killer and they still played the worst out of it. dont make up false excuses.

    Remind me, how exactly did the last two blood moons favor killer?

  • I don't like dash killers because movement in DBD feels awful, but I also didn't want to play an M1 killer because those are miserable (RIP dredge, you're too cool for this game). I also don't like stealth killers so out of the characters I could tolerate, nemesis was the least bad option.

  • Good how exactly? What did the trickster get that changes them in any meaningful way? Do you think people are actually going to pay attention to the style system at all beyond using it as a new main event gauge?

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464336/new-special-pallet-break-condition

    They never could to begin with. For as long as I've played you've always needed to use the basic break

    That's not true. I've used spirit fury with nemesis and it's worked just fine.

  • He's really not. Well, actually, I'm sure survivors love him since they can get free escapes, but from a killer PoV his power really isn't great. It's insanely easy to avoid his M2 and his undergate attack is so slow it may as well not exist since you're never going to land a hit with it. It exists only for map traversal and even then, it's on a really long cooldown so you can't use it often.

  • @jesterkind said:

    I've been a proponent of this idea for a long time, and while I do still think it's hypothetically one of the best ways of addressing tunnelling, there is one snag I've never been fully sure how to address: Survivors using this lack of collision for saves.

    Without collision, the survivor can phase in to the killer and drop a flashbang, or run through them to get a pallet drop prompt, without the killer being able to do anything about it.

    IF a solution to that problem can be found, I'm all for it. I've toyed with stuff in the past myself, like survivors not being able to use items while intangible, but that only fixes half the problem- I'm curious if you've got any ideas for addressing it!

    There is a solution and it already exists in game; the incapacitated status effect that eruption used to apply. It prevents players with it from interacting with anything. Make it so that when a survivor gets unhooked they're intangible (hell, I'd even say make them invisible to the killer) and make it so that they're incapacitated until their anti-hook protection wears off. If they can't interact with anything until their protection wears off they can't weaponize that protection.

    After that its just a matter of adding a condition so that being fully healed ends the off-the-hook protection early so that they can get back into the game once they're healed up.

  • 3rd person. It lets you see more, which is a big deal and it lets you appreciate the skins you've got on your killer. Also, I disagree with the idea that first person is inherently more immersive. People generally think that because they lack imagination. Immersion has nothing to do with the game's camera perspective and everything to do with its design.

  • Why do you think any PC players would be against console players having access to the PTB? The more eyes on the dumb bullshit BHVR is putting out the better. Unfortunately, like others have said its probably not possible due to the rules the different console manufactures have. Maybe they could release the PTB as a separate client, similar to how demos work? I don't know.

  • Tunneling is when you kill anyone ever.

  • Do you guys ever think about how things are going to be used in an actual game? Do you ever do any internal testing with people who actually play the game?

    You do understand that with these changes in place, if there's a survivor on death hook before 6 hooks are up, they're going to body block aggressively because they'll know that they won't suffer any penalty for it. Did you down them? Well that probably cost you your chase and they know that they can just pick themselves up for free because you aren't going to hook them and risk incurring the penalty.

    What about matches where the survivors all use the same cosmetic? That's not super uncommon and now you won't know who to chase or hook unless you're keeping a really careful eye on the player list, and even then, killers don't have a way of keeping track how many hooks are on each person so if you lose track, you can get ######### through no fault of your own.

    Seriously, do you guys ever actually think about the mechanics you want to implement before wasting man hours building them?

  • I'll take any property that doesn't support a terrible person, but personally, I'd love to see either a project moon chapter or a galarians chapter. The problem is that no one knows what project moon and (especially) galarians are so eh.

    As far as more realistic licenses go, Amnesia could be pretty decent. Now that that they've cracked open the anime seal, I'd love to see them revisit Junji Ito and give one of his works their own chapter. Uzumaki's the one I'd want but I wouldn't be opposed to Tomi, or if they're feeling really silly, gyo.

  • Hey, so what happens to your calculations when you're someone who doesn't want to play both sides? It used to be you could passively gain frags by just playing matches but that's gone now. Your only choice is to play both sides or you straight up can't finish the pass.

    What about if you're someone that doesn't want to play every day? Even if you do every single weekly and milestone (which is asking a LOT from people) you still won't have enough to finish the pass.

    What happens if you're taking a break and you hop back into the game in the middle or towards the end of the season? It used to be that you could still pretty comfortably grind out the pass even if you joined in late, but now? Without those dailies you're ######### out of luck.

    Also, this math assumes that you're going to be finishing milestones every match which is just not realistic, not with the increasing requirements for each one, so over time your frag income, that 9.5% of a tier per match, will decrease significantly as the milestones get harder and harder.

    Everything about this system is just worse man.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922611#Comment_3922611

    In all fairness 37 out of 84 dailies doesn't sound too bad… But I still think the game should not force the player to play the game on a daily basis…

    It's incentive to make players play more, but it could also be seen as an incentive to play more sweaty… (just saying…)

    Thank you for your answer, good sir.

    That's 37 more dailies than I ever want to be forced to do, and that's not including the fact that you have to do every milestone too. Those things grindy, and I mean, what happens when I finish all of the killer milestones but I don't want to play survivor? What if I grind out all of the survivor milestones but don't want to play killer? With the previous system I could always just play matches to make up the difference, but now you're telling me that if I want to max out the pass at all I absolutely have to do both sides of it on top of logging in every day to do my chores?

    Nah. No thanks man.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441553/why-can-survivors-taunt-when-they-win-but-killers-cant

    Can the killer have the option to leave once all gens are done?

    I believe you'll find that the killer can, in fact end the game once gens are done. You can open the exit gates any time the gates are powered.

    You can also injure, down, kill, Mori, etc survivors at the gates. If you can force an error, you might even get an extra kill or two.

    And the reason survivors are getting surrender is because some killers have decided to abuse the fact that survivors can't do literally anything while downed.

    Maybe it's just a lack of empathy in this community, but I'm kinda tired of hearing of killers complaining about end game where they have agency, can force the behavior to stop with base kit tools, and at worst it's two minutes. Yet this is constantly compared to slugging to bleed out, where survivors have no base kit tools, have no agency, can't speed up the process in any way, and have to wait the full 4 minutes of being humped if the killer decides to do so.

    No they can't. You can open the gates but that doesn't end the game. Survivors can, and often do, hold you there until the very end of the timer just to BM. Why should killers be forced to be subjected to survivor's BM when survivors can just bail, even if the killer hasn't BMed at all. Survivors can leave if they just don't want to watch your mori. That hardly seems right.

    I'm not saying survivors shouldn't have the option to surrender if the killer's being a dick, I think that's fine, I just want the system to be fair for killers too. If you had a terrible game against survivors that are obviously out of your league and you're not going to get any hooks, let alone kills, why should you be forced to wait when survivors now have the option to bail if the game doesn't go their way?

  • I want you to imagine how it would feel to play a game as killer where no matter what you do, every single god pallet is always up and ready for survivors to use at all times. Does that sound like it would be fun? That's what you'd get with this perk. In fact, that's what every game would devolve into.

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834844#Comment_3834844

    I did have good intentions. I say gg because I had fun sure he DCed but it was fun facing him. I don't start basically mocking him and saying why DC because then it would be a bit hypocritical since I'm guilty of DCing.

    My dude, YOU had a good game. THEY did not. Saying gg after someone disconnects is just rubbing salt in the wound of a game that was already awful. The best thing you can do after a game like that is to just not say anything at all. Just go on to the next round.

  • @Gardhome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814988#Comment_3814988

    I guess devs should change how rift fragmetns gets. So you can only take them for challenges and remove part when you passivly get them for playing. So if someone doesnt want to get anything from Rift no one forced them to take it. It solves every problem.

    I have seen some bad suggestions tossed around in this forum, but man, I'm impressed. This is easily the worst I think I've ever seen. You want to actively make the game worse for everyone because you personally don't want to have a couple of cosmetics on your account? That's certainly something.

  • The game would be a lot better if they'd never touched FNAF, but unfortunately, the mistake's been made. Turns out that image of being an LGBT friendly company was all performative on BHVR's part. When it comes to companies, money's always worth throwing away your morals for. It's not a surprise but it is a shame.

  • Of the ones you're looking at, I'd say wesker is probably the strongest, but he's not the easiest to learn. His bound can be a real pain to use in chase. I'd say nemesis or xeno are the way to go, and as a matter of personal preference, I'd say nemesis is the most fun. Shredding pallets with his power is a good time.

  • @GolbezGarlandGabrant said:

    Is 1 person quick switching all that bad? I'm a Solo player and I spend that 60+ seconds spending BP and try to quickly switch before I get locked in a survivor I wasn't intending on playing.

    Quick switching at all shouldn't be a thing, so yes. Survivors should be locked into their builds during the last 15 seconds of the countdown.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666477#Comment_3666477

    You think Killers should be able to shop for lobbies?! Jesus, what a bad take.

    Who the hell is talking about player levels, all I mentioned was the inability to lobby shop being a positive change.

    Killers dodge all the time based off of items.

    Yeah, and that's not what this discussion is about. Items have nothing to do with lobby shopping, player levels are the only connecting tissue here.

    At least pretend to try and stay on topic my dude.

  • Nah, you're wrong. I can't even say I disagree because you don't disagree with something that's just wrong. You can't disagree with fire being hot.

    But that being said, it doesn't have anything to do with this discussion. You're talking about player levels, they're talking about items. Those two things have nothing to do with one another.

  • 5-7 est is generally around the time people have come back from work, settled in for the night and started playing. That's why, on the east coast at least, the bp bonus switches over to killer around then. That's when people are getting online to play with their friends.

  • It's an asymmetrical game. Survivors get 16 perks, killers get 4. Survivors get 4 items with 2 addons a piece, killers just get the 2 addons. Killers need information a hell of a lot more than survivors do, because there's only one of them.

    If you want to start complaining about it being unfair, then okay, fine. Give the killers 16 perk slots and 8 add-on slots, then It'd be fair for survivors to either see the killer, or for the killer to not see them.

    Alternately, make it a 4v4 game. It'd be "fair" then.

    I swear, people have no idea what asymmetrical means. They just look at stuff and go "buh buh but- THAT'S NOT FAIR!", without taking into consideration the type of game they're playing or the reason it exists.

  • Taking a break is absolutely the best call there. No game is meant to be played forever. Take some time away, play other games, engage with other hobbies and come back only when and if you feel like it.

  • Trust me, you absolutely do not want it. End game chat is a cesspit. Just yesterday I reported a player because he went on a tirade about how skull merchant players are all LGBTQ and according to him, it's all a mental illness, and it's all just a fake trend that people are jumping on to because...reasons I guess? It came out of nowhere and it was pretty vile.

    Enjoy the silence you get my dude. The grass is not greener on the other side.


  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660283#Comment_3660283

    That's as good an explanation as any other, though to me it still seems counterintuitive. If the weak link is eliminated early, then it doesn't matter how good the best player on that team is because they still cannot make up for the loss of their team mate.

    Trying to explain it with logic may be exactly why I don't understand it though.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660287#Comment_3660287

    That's pretty sad. I feel sorry for you.

    I would really like the option to hide prestige at least in the pre game lobby. It would probably teach some people that P100s are just normal players and it would surely reduce the amount of lobby dodging.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660296#Comment_3660296

    That is a good point. Although I still don't understand why they would tunnel the P100 specifically. I can't wrap my head around that thought process.

    You're right. It doesn't make any sense. It's almost as if it's not a thing that happens and this is all just some "feels over real" whining.

    Killers that want to win tunnel out the weakest link. A p100 player has spent enough time in the game that they shouldn't be the weakest link in most teams. They aren't being targeted any more than any other player is. The people complaining about it are likely just bad, so they get downed easily, so they feel like they're being targeted.

    I know people like to pretend that levels mean nothing, but the reality is that it takes a looooong time to grind out enough blood points to get a character to p100. Enough time that they should be more than capable of holding their own. In the games that I've played, the p100 players are typically better than the rest, so I hold off on dealing with them until the weaker players are out because getting looped for too long in the early game is a death sentence, but if you believe what people here have to say, time spent =/= skill, which is a notion that's just baffling to me. It's like saying that practicing something, like say, drawing, won't actually make you a better artist. Sure there's an element of doing the right practice vs doing the wrong practice, but generally speaking, if you're playing a game, the more time you spend with it, the better you'll be.

  • Personally, I'm not big on games getting changed to cater to people's phobias, especially not horror games, but eeeeh, if it can be done in a way that adds something to the game, why not? I don't have arachnophobia, but satisfactory's arachnophobia mode is really funny, so that's fun.

    In this case, I'm curious how would you feel if it was a toggle that stopped your character from vomiting on your screen at least. Instead they just cough a lot while emitting a cloud of green smoke, and when she uses her power, instead of puking out of her mouth, she holds her censer up to her face and the bile flies out from that while making a more magical sound effect instead of the vomiting sounds she makes now. That way, instead of vomit, it's, I don't know cursed sludge. Something like that would keep the flavor of the character while giving her a cool alt animation, but would it help?

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651142#Comment_3651142

    I’m not against killer being able to see loadouts at all, I just don’t think showing prestiges is necessary.

    k.

    And I disagree for the reasons I stated. I know they're going to remove the ability to see them sooner rather than later, they've already signaled as much, but I think it's a godawful idea and it will never not be a godawful idea.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650210#Comment_3650210

    Can you expand on why you feel this way? Survivors don't get to see anything on the killer side, why is it fair that killers can pick and choose which lobbies they play based off a literal infinite amount of more information than survivors receive?

    Because the game is asymetrical. There's 4 of them and they can all bring tools that can make or break the killer's ability to play the game, way more than anything the killer can bring to impact theirs. If the killer couldn't see survivor loadouts and they came in as a 4 (or well, we don't even need to go that far, 2 players is enough) man flashlight squad with a map offering to ensure that they can get flashlight saves, then that killer's game is beyond f-ed. They may as well just give up because they aren't getting any hooks. They need that info to be able to adjust their builds accordingly. The same goes if they're bringing 4 toolkits, although at that point it's a guessing game. Are they going to delete gens or are they a sabo squad? Who knows. Either way, the game's going to be miserable and so the killer needs to prepare accordingly.

    By that same token, I know people like to pretend that survivor levels don't equate to skill, but levels can give you a feel for how much time a survivor has invested into the game. Speaking from experience, p100 players are often much harder to deal with than others. It's not a perfect metric, but it's better than none at all.

    Survivors bring 4 people, 4 items with 2 addons a piece and 16 perks against 1 killer with 4 perks and 2 addons. The killer needs info, the survivors don't. They've got every numerical advantage under the sun. That's the nature of asymetrical games.

  • Can we please not though? It's much better if they're kept visible.

  • The only one of those that I've seen is a quiet place, but regardless, I wouldn't mind seeing some stuff from newer movies. That said, while I know they wouldn't be as hype for general audiences, I'd love to see them branch out into weirder licenses. I'd love to see a puppet master chapter, or hell, I'd kill for an uzumaki chapter where the "killer" is the town's curse. Not like, a specific entity from the comic, but the curse itself. Rather than chasing survivors around, it would be all about setting environmental traps around the map, while summoning AI controlled victims of the curse to herd survivors into the traps you set up.

    I know it's asking entirely too much from these devs, but man, I really want a weird killer that just doesn't chase or kick gens or interact with the game the way other killers do and something like uzumaki would be the perfect medium for that.

    This is going to sound like a weird point of comparison, but one of the things that makes guilty gear so unique among fighting games is that every character is playing a totally different game. The game that a zato-1 player is playing is not the same game that a venom player is playing which is not the same game that slayer player is playing. I want to see dbd turn into that once they exhaust all the worthwhile slashers and monsters from all the big licenses and they what they're left with has to be implemented a little more creatively. Give me Angela from lobotomy corporation or Dorothy from galarians, killers that absolutely can't play the game the way that normal killers do.

  • @Nazzzak said:

    I've depipped 5 times 🤣 why do I play this game. I've pretty much decided to just throw to get the tome done and I'm out. I try and I depip, may as well not try and take the depip or safety pip. I've pipped only three times and they were just.

    You can do the challenges in normal matches. Just saying.


  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642580#Comment_3642580

    1) You didn't create your username shortly after I created mine and usernames don't mean anything to me. Well done for counting how many letters are in my username because I couldn't care less about that. Baiting windows was very ineffective against a experienced Xeno who knew that was the only form of counterplay. Scroll through pages of discussions and you'll realize no one has started off with a "Remember," for a very long time because it's not a common way to start a reply. You can call me a narcissist all you like but you can't blame me for noticing that.

    2) You basically go on a tangent that survivors get everything handed to them. Classic.

    I wonder why your post got lost...

    1) Remember, no two people can ever use similar language ever. That's not a thing that's happened in the history of the entire world. But hey, as long as we're on the same page and understand that you are in fact being really weird about a coincidence, then great.

    2) It wasn't a tangent and I'm right

    3) I like lists, they're nice, but sometimes other people use them and they're clearly just copying me, after all no one has ever used a list before me.

    4) The post got lost because whatever software they used to make this forum is awful. It's actually not the first time I've lost a post when trying to edit a typo. As far as I've seen, if you try to edit something two or three times within a certain window the the edit window craps out when you hit the button to commit the changes and just deletes everything.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642010#Comment_3642010

    "Remember, people defended Alien and preached how balanced she was. Apparently when you look into the future, when killers get used to the reworks/new killer, it isn't plausible and you will get name-called and provided with skill issue comments. I mean the amount of times Xeno players told me to window bait as if that was proper counterplay..."

    "Remember, if killers have anything at all that gives them any sort of edge, it's bad and "unhealthy" and "not interactive" and it needs to be nerfed to the ground. The original cooldown on the tail was fine, but survivors didn't like it because it meant that they had to actually play carefully, so now here we are. Of course xeno needs a buff, most killers do, but they're not going to get one."

    Spot the difference (apart from yours being the opposite of mine). I wrote my reply first in a different discussion regarding Billy and a point made there on the same day you posted yours. Both are three sentences, and both start off with a very specific word which isn't common. Both look almost the same length, albeit yours is a couple of words longer. So excuse me if I felt like you were taking a dig at me, but this doesn't look like a coincidence. Even when I wrote that I wasn't meant to start off with "remember" but I thought it just sounded better.

    Survivors couldn't avoid the tail just fine. Even if they did, what would they have gained from it? The cooldown was non-existent and Xeno could move during it. It wasn't long enough to reach a unsafe spot, let alone a safe spot. Just because you went against Xenos that were new to the killer and had no idea what they were doing, it doesn't mean anything here.

    Sure, they might have nerfed his cooldown too much, but to go that far to give up on chase is comical. You're the only one that does that because in all my Xeno games (yeah, many people still play them), they don't give up. A singular turret cannot even get you out of your power. The amount of time it takes to actually set up the turret is shorter than it takes to recover from the attack cooldown. Turrets (multiple) are the only things (alongside hooking) that can get you out of power and you'll still be a 4.6 m/s killer. Your power makes you able to mindgame really well at taller loops, gives you a special attack that most survivors cannot predict since the sound cue is very short, and your terror radius is reduced to 24m. You become a overpowered version of Nemesis that can instantly injure without the need of infection (vaccines also exist against him). If they removed turrets completely, you'd realize how absurd them not existing would be. You won't lose your power or the chase. You are exaggerating this to such an extent that it's insane. You lose like three seconds, in three seconds a survivor doesn't teleport away.

    I wrote out a whole big response to this, saw a typo that I wanted to edit, and then somehow the post got lost, or at the very least, I'm not seeing it anymore so I'm assuming it got lost. I'm not about to rewrite it again, so to sum it up;

    1) These are some weird, narcissistic patterns you're seeing here. "Remember" is a common word, and windows are one of the major mechanics in the game that are commonly used to bait out misses from killers that have abilities that require a high degree of commitment like xeno. Obviously people are going to tell you to bait windows. You're seeing patterns where there are none. If you believe my post is a dig at you, then you probably also believe that the fact that both of our names are 8 letters long is more than just a coincidence. It's nonsense.

    2) The killer's time is worth significantly more than the survivors time and unlike survivors, they're always under a major time crunch. 3 seconds is enough to get a survivor over to the next safe loop where they can drag out a chase even longer. The cooldown should not be anywhere near that long. The only reason it was nerfed was because survivors pay the bills and they complained, the same reason why everything killers have gets nerfed sooner rather than later, while survivors get to run around with broken perks for years and then get base kit perks added to them again and again and again.

  • I can't wait to see them gut another killer tool, because survivors just don't have it easy enough. I'm sure all those killers on that list will come out just fine too. Remember that time the devs said that billy was fine and that they liked his current state, and then they added the overheat mechanic just because? I remember that. I expect a long list of nerfs to everyone on that list.

  • @Quizzy said:

    There is a justifiable reason why the deep rift color is blue lorewise. Unless something happens in the lore that causes the rift to change color storywise; being the auris being corrupted or something, I see no reason for the deep rift to change.

    But it's also why they give alternate default colors for rift skins for the characters that are focused in the tome. If you don't like blue, them the base skin would be a different color that isn't blue.

    I see your lore argument, but have you considered the following:

    Who cares? Like, actually, who cares?

    The devs certainly don't care. Have you seen what cosmetic descriptions look like now? No, the reason why they're been making everything blue is because its a low effort way for them to squeeze some more engagement time from players, since anyone that's already capped out the tome has already sunk enough time into the game in a given season for them to think "Eeeeeh, it's just 15 more levels, I can do that"

    The deeprift doesn't exist because of lore, it exists because it pads out the game's engagement metrics, and that looks really nice to shareholders.

    Given that, it would be really nice if they could actually put slightly more effort into the deep rift variants. Instead of just making everything blue, they could add some some extra bits to the costumes. If they really wanted to do something nice they could add in dye system. The default versions of the costumes can't be dyed but then the deeprift versions let you pick which colors you want on the accent parts that would normally just be lazily dipped in blue paint, at least then there'd a really good reason to get the deep rift versions since they'd offer you more customization than you'd get normally.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641895#Comment_3641895

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641900#Comment_3641900

    They are just trying to get under my skin by starting off how I did in a reply. It's the same thing as before, bunch of comments saying she was fine and then silence when you ask how. Or the occasional skill issue, can't forget that.

    I'm sorry but who are you? You didn't post in this thread before I made my post. This is just how I type. Do you just see random posts from strangers and assume they're talking about you or trying to take digs at you personally? That's weird man.

    To answer your question though, survivors could avoid the tail just fine before. They could fake windows or use debris to avoid it and while the cooldown on it wasn't long, it was long enough for them to make distance. They could still get to another safe spot, they just had to not run on auto pilot.

    Now the cooldown is so long that if you miss a tail, you might as well give up on that chase. The fact that the missed tail cooldown applies when destroying a turret is also absurd. It means that as soon a survivor takes you to a zone with a turret, you've got 2 choices, lose your power or lose the chase. Unless they make a colossal misplay, there's no in-between.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641893#Comment_3641893

    Meanwhile, 30 uncounterable pallets on The Game is perfect healthy and balanced.

    Don't forget maps that completely delete killer's powers. Good luck playing billy on RPD, but yeah, that is fine actually, because survivors like it when killers can't do anything, and they're the ones buying cosmetics left and right.

  • Remember, if killers have anything at all that gives them any sort of edge, it's bad and "unhealthy" and "not interactive" and it needs to be nerfed to the ground. The original cooldown on the tail was fine, but survivors didn't like it because it meant that they had to actually play carefully, so now here we are. Of course xeno needs a buff, most killers do, but they're not going to get one.

  • @Skoegul said:

    It may not be intentional, but that's precisely why BHVR should listen to this kind of feedback. It's often these lesser known cultural and subcultural meanings that matter. And everyone brushing it off apparently needs to read up again on what the Nazi regime stood for and then ask themselves if this type of symbolism has any place in DBD.

    Spoiler: The answer is no.

    The problem here is that neo-nazis, and really just bigots in general, have turned a bunch of things into dog whistles. The OK hand gesture, milk (although that one failed, it's hard to force milk into a conversation in a way that isn't convoluted), pepe the frog, the colors black and yellow together.

    They're going to just keep adopting symbols, and you don't win anything by letting them have and keep those symbols. Do you know why they've largely stopped using pepe the frog and moved on to uglier and uglier wojacks? It's because pepe the frog is such a common image used by everyone online that it can't do its job as a dog whistle anymore. Wojacks aren't uncommon but they're still niche enough that they can do the job.

    If lace code isn't being used any more because it was such a regional thing that meant so many different things to different people then take it back. Don't cede that ground to them. Use red laces if you want. It certainly looks cool in that skin and there's really no way players are going to be able to dog whistle with it. Don't let them keep something as basic as the color of shoe laces in an outfit.

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