Avatar

huxenjoyer92

huxenjoyer92

About

Username
huxenjoyer92
Joined
Visits
175
Last Active

Comments

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742853#Comment_3742853

    Artist has to hit birds twice. Pyramid Head is not shooting out AOE lasers through obstacles.

    This is stuff that I shouldn't even have to address. You knew someone was going to mention it when you made the topic and you are also aware they are not equivalent. Why even bring it up?

    First, even if Artist has to hit birds twice, they still can hit through walls and you have to have a modicum of accuracy to hit them (which I will not deny, she's a hard killer to play). That doesn't change the fact she still has to shoot them through walls.

    Second, Flight is not an "AOE laser" when actually that seems more akin to Pyramid Head's ability since it can not only hit multiple survivors simultaneously, the hitbox travels fast enough to hit survivors not paying attention while also slow enough to reward people who 1) loop properly and 2) don't press one button and win the mind game

  • @Ohyakno said:

    BHVR is never going to implement a free health state ability that penetrates obstacles. This would get a hit at most loops in the game.

    Wait until you hear about Artist and Pyramid Head

  • Hey since people are still asking for Trickster buffs,

    Can we see:

    1. Edge of Revival radius buff (to make it an anti-loop/corner camping add-on option). Right now all it does is act as a Laceration freeze tool. I'd also like it to be range-based. If you are further than 12-16 meters away, knife shatters give 0.75-1.00 worth of Laceration meter contribution. If less than 12 meters away, you get 0.5 Laceration meter contribution.
    2. Fizz Spin Soda and Ji-Woon's Autograph add-on rework or buff or something. The add-ons are currently glorified Main Event extenders when Inferno Wires and Tequila Moonrock exist.
  • Hi BHVR,


    At this stage, please revert the Trickster but keep some of the QoL changes, like the 4.6 m/s movement speed changes and change to Iridescent Photocard.

    The laceration decay time being at 10 seconds with 8 blade requirements with lacerations is not good, even with no recoil. If a survivor gains distance you cannot punish them with your ranged ability. All this does is encourage a playstyle where you have to run up to the survivor you're targeting, maybe even Bloodlusting them, then taking out your knives for effective gameplay. It's a very boring playstyle and took the fun away from Trickster.

    Also, please revert or unbug Main Event. You reworked Death Throes to not reload automatically for you when we had a 6-knife Main Event, and we can no longer achieve that with addons. We also no longer throw at 4 blades per second. The Trickster does not feel good.

    I'll take recoil back if it means we do not have to continue playing Trickster in this boring gameplay.

    #RevertTrickster to help us spread the word, please be respectful when voicing your opinions online In the process of changing the parts where it said that ME is 6 knives per second. Now it’s ~4 knives per second. We’re not sure if it’s a bug or intended. Written by Wacek and ENdZej_(NJ) 4.4m T...


  • @HandsomeJack_049 said:

    On this point, the change log says: Blade-ready movement speed: removed per-throw movement speed reduction.

    Did we revert the accelerated throw speed towards the end of a throw? Or is this also a bug? Because right now the throw speed is set and never increases.

    Is it this change (?): Revert time between throws to 0.33 sec (was 0.25).

    I'm not sure, I'm guessing it might be something equal to the second listed change. Right now it's making Trickster's Main Event feel bad and buggy to play with.

  • Finally, a decent suggestion.

  • @The_Daydreamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568983#Comment_3568983

    Thank you so much for your input! I've updated the Addon Broken Hilt to 40 Seconds instead of 60 Seconds. I also updated some descriptions to insure no confusion and the Idea of increasing the Movement speed of The Carnifex and The Jailer.

    Now, you and @HolyDarky said that The Jailer does not feel on the same level like the other two. Before I add something new I want to discuss with you what you imagine The Jailer should add.

    One Idea you had was so the Survivor get's blocked by the Entity (I imagine it like Windows blocking, right?). Something I could imagine would be that when a Survivor gets cought by The Jailer in a 12 Meter Radius of a Generator, The Jailer will block the Generator for the Duration of the Chase and 3 Seconds afterwards.

    If we take a look what The Jailer did in his lore: Alejandro Santiago apprenticed with the Guardia Compagnia’s Armourer. So another Idea here would be to buff the Knight for using The Jailer. Maybe The Jailer increases The Knights Movement Speed by 5% for the duration of the Hunt. Please let me know what you guys think about this!

    I agree with this Jailer change to his basekit regarding generators. One thing I'd change for that is if you use the Jailer to damage a generator, the Entity blocker doesn't get applied, but if a Survivor is detected in that range, the Blocker applies. Onto the speed buff, we already have Lightweight Greaves; seems like a redundancy for using the addon as it where and we're already giving the Jailer so much more utility. I'm not into the 5% speed for the Hunt...that seems like an Assassin idea. But Assassin already does enough damage on his own.

    Worth a thought!

  • I love all of these addon changes and the Guardia Compagnia changes you've suggested! I'm unsure about Broken Hilt...maybe make it 40 seconds to balance out some of the changes. I do not necessarily agree with total range nerf to his power. Survivors can cover 32m very quickly while in use of your power. Right now his ability to "hide" his orb at loops by using the extra 22m after the first 10m is crucial to getting Guards on survivors.

    One thing I wish they did was increase the Guard run speeds on Carnifex and Jailer to 103% instead of 102.5%. This can kind of make up for uses of Exhaustion perks like Sprint Burst and Lithe (even if they are direct counterplay to this power, like the Standard).

    Jailer is desperately in need of a rework, in my opinion. All he does is act like a mediocre Carnifex with a longer detection range and faster patrol speed. Make him more punishing...I say whenever he detects a survivor, that survivor gets Entity blockers for the duration of the Hunt. Just do something interesting with the Jailer. The Carnifex gets instabreak speeds and longest Hunt duration, Assassin gets to move at 4.4m/s and inflicts Deep Wound. Jailer does nothing.

    Good idea on the Pillaged Mead addon, making Knight more chase-oriented (you can also use this creatively to prevent survivors from nearly completinggens with the Assassin and Jailer so you can catch up to them and chase away ).

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/392972/hot-take-skull-merchant-rework-is-ok

    AKA hot take: im survivor main and having another trash killer is good thing.

    I've played more killer than survivor in my time of being on DBD, I can say with some confidence that if you're willing to put in the work to learn another killer and test their limits, you'll find that not all of the killers are bad (except for Pig, needs a nerf). I also don't take the game super competitively.

    Current SM is a nightmare to deal with in uncoordinated lobbies and I don't feel like playing like I'm in Eternal 24/7 vsing a SM, when I do play survivor.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554047#Comment_3554047

    That's only part of the issue (and I'm not even sure if that's a bug lmao).

    You can just ignore the power by standing still for a second. There's no need to think about positioning when deactivating Drones anymore, you just play Red Light Green Light. The nerf makes no sense when it's now super easy to keep the Drones deactivated.

    The immunity buffer is also way too generous, and the Drones also rotate too slowly.

    She's just not good at doing what she's intended to do. Claw Traps take ages to apply and the fact that they have a 45 second battery AND don't destroy pallets anymore makes it a lot harder to get value out of the Hindered that they can provide.

    That's not even mentioning the super annoying cooldowns that make her feel bad to play.

    And with this, I do agree on all of these points. I hope these get addressed as QOL changes (which I did say, but didn't outline in my OP so I do apologize).

    My biggest issue and hopefully the change they agree on is being able to apply the Claw Trap if a Survivor is considered being in chase, but remains stationary while at a pallet. This and scan immunity is drastically cut down, or at least cut in half from its current version.

  • @ReverseVelocity said:

    It's not fine at the moment. She's super underwhelming and needs a lot of tweaks to be remotely decent. Her power is super easy to ignore and that makes her not very good at being a chase killer.

    The reason why survivors have been ignoring your power is because of a bug in the PTB regarding the Stealth Drone showing its radius on the ground for survivors, or at least, I THINK that's what the bug is.

  • BHVR has a weird thing about retconning some lore for characters and rewriting it. I don't think it's fully canon anymore, but Baker's descriptions probably hinted at something more of background lore until the writers could flesh out the characters with Tome releases.

    So yes, and then no. At least until a Killer or Survivor gets a Tome.

  • You're not really missing anything, I suppose. The Xenomorph's still relatively new to DBD, but from what I understand, the hitbox (when you moved at 2.0 m/s) had a slight linger so you could manipulate the hitbox. Now that they're slower, the more "accurate" representation is not the tail itself, but the green-yellow line of acid that flies after the tail attack goes off.

    I haven't done extensive testing, but that seems to be the case with the Xenomorph's attacks. Hope this helps.

  • This bug has happened for me on PC as well, but it doesn't happen in radius of a Survivor. It's seemingly random when it happens, but only when I'm awakening from using a Bio-Pod.

    It doesn't seem to happen based on a specific perk or map. Not to intrude on the bug report, just confirming it's not on just a specific platform.