jordanjustice
jordanjustice
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@Satelit said:
I still think Elodie's default hair is one of the best BHVR's ever made,it's not that I find her others bad,the defaults just too good.
Obviously, I agree. The head portion of Elodie would be my main complaint. In my opinion, her hair (head) in her original is beautiful and every other version of her head is a decrease in her looks... is all.
Some backpacks can be okay.. Not all. Nea's cosmetic with the skateboard... I'd much prefer without the skateboard. My fave Kate head is the one where she has a headset... I'd love it if they gave me this Kate head cosmetic without the stupid headset. I like the look of it and it would go further without the headset.
I mean, cosmetics, for some reason, is where the devs make their money. For example, you can by a DLC for $5, which includes a Killer and two survivors... But if you want to change the look of that survivor... Its going to be $10 or $15. Literally, #########. I digress. So, if this is their Freemium-ish scheme, why not make multiple cosmetic options of the same type. For example, Kate's head with and without the headset. Nea's torso with and without the skateboard... etc. Seems like a complete win for the company, cause they barely have to do any work and they get even more money.
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Sorry guys... But camping, tunneling, and slugging is cheating. You know it. If the survivor isn't doing well, they can't just decide to take over a game like camping, tunneling, and slugging killers. Its fundamentally wrong and that is why people get upset with it. Its not a real debatable topic. It's just wrong. You know it. All I'm going to say.
@ReikoMori said:
This idea isn't half baked, it is just straight up raw and spoiled.
You're wanting to fundamentally alter the game in a way that punishes a killer for having the upper hand or because survivors make a decision regardless of what the killer is doing.
If someone wants to exit game via hook, why does that have to be something a killer is punished for? Why do the survivors get a bot if they choose to just let someone who isn't part of the squad die on first or second hook? Your system also falls apart if someone proxy camps or is just actually successful at defending hooks till someone goes to second stage without camping.
Killers don't love to camp at endgame, there is nothing else to be done at endgame except secure kills. The gens are done and there is no reason not to play defensively at that point because if you don't you're likely not getting the kill. I don't understand why some survivors take it the way you do that killers love it as if there was more to be done when the gates are powered.
This is just bad idea. You don't have to shoehorn bots in this hard and you have to accept that sometimes you're just gonna be at numerical disadvantage and that you can get put out early.
No one said the killer is punished for a survivor exiting via hook. The idea put forth was literally trying to get the game to determine if this happened or not. The "how" was up for debate and could of had suggestions to it. I tried to suggest a system that I thought could accurately determine such. In such a way, the Killers would not be punished at all for suicides. The proximity of the killer to the hook during the hook states determine a lot. Literally, if the Killer is not within X distance of the hook during this time, then there's nothing done.
As far as Survivor bots, for survivors killing themselves... This is in here because currently the bots activate when a survivor DCs and there are many threads about this. Trying to kill 2 birds with one stone. A suicide is a DC, so I was suggesting the game to treat it as such.
As for end-game... You chase survivors and defend gens before this, right? Why do you stop doing this? Why aren't you chasing and defending the exit gates? Its just a style of play... whatever floats your boat. Its not that the killer has "nothing else to do".. Its that the killer really wants a Kill and this is the best way for them to secure that.
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@sizzlingmario4 said:
It needs a buff to the action speed, but its previous function should not return. It was a hard counter to stealth killers and being able to gauge the killer’s exact distance is not something that the terror radius is meant to do, it’s meant to provide a general approximation. It could also be used like this in chase to determine the killer’s position which does not fit the perk’s theme. BHVR made it clear when removing the vault speed bonus that Spine Chill is not a chase perk, and it was stated when they added the terror radius gauge to it that it would be temporary and be removed once the visual heartbeat was available.
I still hope for it to return to its glory. Not being able to have any idea a stealth killer around is annoying and borderline makes the game unplayable, for me at least.
I don't think it was a huge counter to stealth killers. it just told you that they were in the area, but it didn't tell you where they were in the slightest. All this did was warn me that danger was around and to be on high alert. Now, I'm always on high alert, constantly moving my camera around, checking everything... Not fun.. is all.
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It's pointless. Why would a survivor want to hit the skill checks on struggle? It does nothing. It serves no purpose. As stated, like 98% of the time, you will not get struggle off from the killers grasp... even if they are going for a far-away hook. The only chance of not getting hooked is if your teammates take hits, which isn't very often and multiple are needed.
Other people would ask for the hooks to be further, or for the struggle to be sped up.
I am just pointing out that the struggle is virtually pointless and is a waste of the survivor's time. If you call wasting your time by hitting skill checks that don't do anything, "engaging", then we have different definitions of the word.
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Agreed. My "luck" in the match to not be hooked does NOT indicate I am a bad teammate. There are many scenarios in which this could play out. For example... What if I got into various chases with the Killer, but they were unable to down me? However, they were able to down my teammates.
I also just experienced another scenario to prove why this auto-kill needs to go (besides the fact that it was set in place for a mechanic that no longer exists)....
I just had a match where the gate was opened.. 4 teammates alive. I got the unhook and got hit by the camping killer. on the way to the gate, I was downed, but the other 3 teammates escaped. Yes, you guessed it... This was my FIRST hook. The gate was about 20 feet from the hook. If I KOBE, I am guaranteed to escape. However, due to the unneeded auto-kill mechanic, I was swiftly killed instead of being given my 3 chances to Kobe. The game was not over, but yet an outdated mechanic killed me.
I know you killer mains enjoy the easiness of getting auto-kills, but literally, the game is not over and it shouldn't exist. It was put in place for a problem that no longer exists. This mechanic is therefore, factually, outdated.
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How can you be undetectable if you are breaking things? You are very detectable. Basically, if the Killer makes a loud noise, Alert should work. Its ridiculous for GF to be "Sneaking" around and break doors and kick gens, and still be like "I am soooo stealthy right now".
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Stop complaining about MFT being combined with Hope.. That is very situational and only happens in the end-game. The killers have a ton of unfair end-game cheats.. the survivors are on the board now with... 1. Totally willing to hear out getting rid of MFT+Hope stacking if killers are willing to lose the likes of NOED, NO WAY OUT, and BLOOD WARDEN (among others). If you don't want to get rid of those unfair end-game perks, stop being a hypocrite.
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It was a BS add-on. Most/All Iri/Very Rare Add-ons that give cheats for the entire length of the match need to be nerfed. Hopefully, Demo is just the first of many,
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Get rid of the second hook animation altogether and this will be fixed. Being on the hook is kind of relaxing, on the first hook. The 2nd hook is tremendously annoying. It starts immediately... After initial hook, within 3 seconds, you get a second animation of the entity claw coming down on you. All jarring and adds more screaming. Then you have to sit there continuously hitting skill checks until you might be so lucky that someone saves you. What is the point? Why can't we have 2 hook stages of the survivor just hanging there, peacefully? Its way more tempting to give up and move on with a match in struggle phase, than in non-struggle phase. Changing the struggle stage to non-struggle would get rid of the annoyingness, help with hook suicides, and make the perk "Deliverance" an actual perk that has value. At this point, this perk really doesn't, as its wasted in most matches by being hooked before activating it.
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ha! The Deodorant spray chest.. yes yes... I didn't think of that. God, they did not put any effort into creating Wesker for DBD. Its so sad.
For his model and running animation, they copied Trickster and put a Wesker face on it.
For his anti-power, they copied Nemesis. The chest is the same. The exposure for using it is the same.
Its funny that so many people prefer to play this cardboard cut-out of a killer thought, over Nemesis or other killers.
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@Assembled18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515325#Comment_3515325
No. Stop with these killswitching suggestions on killers who're terrible. Do you also wanna killswitch Trapper because he's the weakest killer in this game?
Yes. He is awful to play against. I refuse to look at the ground the entire game. He is one of the most unfun killers they have in this game to play versus... and it sounds like, to play as. They should change him.
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+1.. People paid for this game to play it... let them play. It is ridiculous to place outrageously timed bans on people for DCing: Rage-quit or unintentional. Quite frankly, it shouldn't be up to the devs to impose punishment on paying customers.
Maybe.... new thought hatching here... MAYBE... the DCs per day go as a number above the survivors head in the lobby and everyone can see it. Then teammates and killer can lobby dodge them if the number is too high for their liking.
mind-blown
Pretty sure I just solved this eon-old dilemma. *drops mic*
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I agree. They are all basically the same. So lame.
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@DeepWound said:
I think we can all agree, or atleast those of us who have played trickster on console that it is a very frustrating experience. And yes I know controller is always at a disadvantage when it comes to needing to aim well in any game but when it comes to playing the trickster it is extremely difficult, even near impossible to aim well atleast to the level of pc players. Please Bhvr do something to address this like give the trickster aim assist on console or just something to bridge the gap between pc and console tricksters. Us console tricksters suffer in silence :(
lol. "Devs, take away the skill part of the killer and just do it for me". Are you kidding? Aim Assist? LOL. OMG. Trickster is one of the most annoying killers in DBD to go against... You want an 80-90% DC rate, give him Aim Assist. Jeez. Just play another killer that you are suited to play. If you don't have the necessary tools to play a certain killer, don't play them. Plain and simple.
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@Muropakkaus said:
Shape aka Myers is so weak killer and power so underwhelming.
Ghostface can stalk multiple survivors, Myers can’t.
GF can stalk unlimited times, Myers can’t
GF can be stealth while survivors are exposed, Myers can’t
GF stalk is SO MUCH FASTER and EVEN FASTER WHEN LEANING, Myers can’t
GF add ons are good in general, but Myers almost all increase the time to get Tiers up for extra 10-30 seconds
Myers is the oldest licensed killer, can you please give him some love?
Just want to state that... Myers feels bad to play.... against. He is literally the killer with the most cheat add-ons. Even in his normal form, he feels like he's always in Tier 3.
GF vs Myers. GF stalks ONE survivor to get them down. Myers can stalk multiple and they all go into the same stalking meter. This is why a survivor gets down vs a Myers with in 2 seconds of starting chase, because Myers already gazed at the other teammates long enough.
If you think Myers is too weak, by all means, stop playing him. Hopefully others will follow suit and we can eliminate this scourge on the game known as 'The Shape'.
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Wesker needs a rework. He is just not respectable as they made him.
1) They picked the Resident Evil 5 version of him, which was by far his worst. Code Veronica was his best.
2) They just morphed his likeness onto a Trickster skin. All I ever think when I see Wesker in DBD is... "There goes that Trickster rip-off".
3) Stop him from talking. All killers and survivors need to stop talking. Its so cringe and annoying.
4) Obviously his power has a huge hit box and he gets a lot of grabs he shouldn't. This should be fixed.
5) If he goes for a grab at the exit, it should be a throw into oblivion, not a slam into the imaginary barrier that only the killer is subject to.
With this said, I honestly don't know why so many people play as him. I prefer Nemesis so much more... as killer or survivor. He is so much more original and thought out. As a survivor, it is always such a let down in the beginning of the match, when I open a chest and see a Deodorant Spray instead of a syringe.
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Because the Devs understand the the majority of the people playing this game are actually 10-14 years old or at least in mindset. As such, profanity is not appropriate for their fragile, undeveloped minds.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514523#Comment_3514523
Oh yes, the hand holding Bloodlust! That thing that I mostly forgot it exist until I get it and that don't serve me any purpose even if I'm not playing a killer with strong chase or antiloop power (as if that was the case it would be more beneficial for me to just use my power than try to make something of it) because the survivor I'm chasing has WoO, is a good looper or both and has decided to take me to a tour around every single pallet on the map.
Not like all the not-hand holding and totally balanced perks that transform survivors in bulletproof Sonic the Hedgehogs that don't even need to learn where the pallets and windows spawn, or all those mechanics implemented in the game for reasons like survivors don't understanding why they are getting tunneled when other survivor just unhooked him 2 meters away from the killer.
No, no, NO! Those are totally fine, the real problem of the game is Bloodlust. BHVR should totally nerf Bloodlust, too OP and makes killer have an obvious and unfair advantage in chase!...
BTW, did you know that they implemented Bloodlust as a fix for survivors abusing infinite loops? Crazy, right? When have survivors abuse game mechanics and have an advantage in this game? BHVR is so killer sided, I tell you.
I mean.... if that's the case and they only implemented Bloodlust because survivors were abusing infinites.... and there are no infinites anymore.... did you not just make the case to remove Bloodlust?
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The Knight needs to be deleted. The devs have come up with some original doozies this past year. The Knight and the Skull Merchant just need to be taken out behind the shed and put down. They are complete failures. Due to their unfun powers, no one likes playing against them. The devs just need to scrap them and try again, is all.
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It can't be the speed burst you are upset with... its just 3%... So, I assume you are upset with the 10s endurance effect, because of SWF players. Th problem is SWF players, not the perk.
I check the survivors perks I play with after the match constantly, and less than 5% of the time, do I play with SoloQ players who have MFT on... so.. I dunno.
There are so many advantages killers have. A soloQ player with MFT on, is not a big deal.
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All Iri/Very Rare add-ons for Killers are just mega cheats. My attitude for them is that the match is considered null. Its no longer a fair match. I don't really care what happens with the add-ons. The fact that they exist is a huge issue and cheat/advantage for the killer. So, yah, no reason to get upset if you are in a match with a killer who has an Iri add-on... Just play around, have fun and try new stuff out... No need to try, it's already a non-match.
On the Myers topic.. Myers' Iri add-ons are insane. Everyone knows it, but the devs like having him be insanely over-powered. Why have a game where you are getting chased by the killer trying not to get downed... when you can play half a game of not being chased but being creepily looked at, and then get grabbed and gutted out of nowhere on your first chase with the killer. All fun. So fun.
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@Orthane said:
Knight might be boring af to play against but he's by no means a strong killer, B tier at best, and the brown addon that's getting nerfed wasn't even good. Demo is a super balanced killer that I have not once I heard a single person complain about, and he's getting an Iri addon nerf? Blight is sitting over here at rank A tier killer with 0 addons and S tier only behind Nurse with his overpowered Compound 33 and Adrenaline vial for 3 years and somehow doesn't get nerfed? Who in the world is making these balance changes? I just don't understand...
Knight needs a rework on his power, not his add-ons. Demo's Iri to see everyone when he comes out was extremely powerful. No one complained about it, because... why? Most Killer Iri add-ons are extremely powerful cheats... no use complaining about just one. I've no opinion on blight or nurse. I guiess I don't face add-on users with them often enough.
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512010#Comment_3512010
I play a lot of Huntress and let me tell you that most of the time you should be able to win a chase with 4-5 hatchets, you can also use Iron Maiden to make reloading take barely any time at all. Also Deathslinger does actually make a loud noise when he's aiming at you.
Not loud enough... maybe with headphones? Being chased by him, in 2-3 years of playing this game, I have never heard him lift his rifle. I'm just always constantly having to look back to see if he raised it or not. So he def is not the audible level of huntress. So, if he makes noise, then I revise my statement to "make him as loud as huntress".
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@Feneroe said:
I'm sure getting chased for ten seconds before getting downed again and dragged back to hook may qualify as a game still to be played to you, but it's really not. The game's over. You lost. Let the killer move on to the next game instead of pointlessly wasting time.
With that attitude, I guess the survivors should just line up in the beginning of the match and allow the killer to kill them all. I mean, their chase is only going to last 10 seconds.. No reason to play the game.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510775#Comment_3510775
Not only that, but it'd be a lot worse for killers, where its straight up possible you getting that kobe just gave you a free win via hatch, completely invalidating everything they did to catch you.
Yes it would... Its called playing the game. Its the survivors first hook... Therefore, the Killer doesn't deserve the kill yet. They didn't earn the kill on that particular survivor. Kobe'ing in this situation still has the killer getting the survivor down 90% of the time. The odds are still with the killer.
But, thinking about it, at this time, there is NO reason for the auto-kill to happen. They literally stopped it before because the killer would just camp and auto smack the survivor down... But now, the survivor has BT, so the killer can't auto-down the survivor... Therefore, there is still game to play...
For killers worried about hatch.. maybe you guys stop face-camping and go find the hatch and close it? Which is also... something the killer is supposed to be doing. Game isn't over yet for the Killer either. So, Killer can wait for Kobe, accepting last chase of the match, or go find the hatch and close it.
I understand why Killers don't want this... the Auto-kill feature was a freebie to them.. But it no longer makes sense.
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With the Huntress comparison... DS should make a loud noise when he raises his gun up to shoot. He should then have to reload after 4-5 shots in a locker. Considering those changes, I'd agree with his reload speed can be buffed to the point of Huntress'.
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@UndeddJester said:
I see the argument, and you do make sense, but I am strongly against any leeway afforded to selfish players like this.
I see this as what reporting for griefing/assisting the enemy team is for. Combined with the updates to provide feedback you get for reporting players, this is the direction I'd prefer to go.
Yes it is frustrating as a survivor/killer, but the short term sacrifice is this annoyance of not getting a bot to replace, for the long term gain of slowly pushing these types of players out of the game.
"These" players will never get pushed out of the game. They will always be there.
Choice is pretty simple right now. You let people DC without penalty and you get a bot to replace them, or they kill themselves on hook (which will never be punished) and you lose a team member completely.
Playing for the "long game", to slowly mold the community into playing like you think it should be played, is a pipe dream. Reality is what it is... You just have to choose which option you would rather have.
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@thisislastyearsmodel said:
I agree, even when I'm playing killer LOL
What is the point of trying to "win" (let's face it, a 3k with hatch is still a victory) if you're walking around for 10 minutes checking every corner of the map?
I agree with what you are saying, except saying its a "victory". I don't think "winning" or "losing" actually exists in DBD. If I escape as a survivor, I don't consider it a win... if we get all 4 out, I don't consider it a win. Its semantics, but I believe once people realize that this isn't a game that can be actually "won", the sweaty players might back off a bit. Maybe there is winning and losing in a killer vs SWF... but even then, the SWF could have the mindset to just screw around. In soloQ, its rare that every survivor is trying to help all of their teammates and themselves escape. There are too many different agendas in these matches to officially declare wins and losses. It just "is what it is". Yuh did good, or yuh didn't.
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If MFT nerfed to 2%, it would be a dead perk. 3% barely registers as a difference in the survivors mind.
Each perk should stack. That's the advantage to using multiple perks. If they overtook each other, then the value would be lost on all but one perk and certain perks would stop being used.
Survivors are only at 110 or over for a small amount of time.. either very temporarily or at end game. They wasted perk slots for their end game speed. I'm fine with getting rid of that if Killers also get rid of their end-game perks like Noed, No Way Out, etc.
I mean.. whats a worst end-game cheat.. "A survivor is as fast as me or slightly faster"... or "The killer can move 4% faster on top of how much faster they already were, plus they can one hit down you... The gates are blocked, so no survivor has anything to do but hide and twiddle their thumbs. The exit is blocked, so the survivors have nothing else to do but hide and twiddle their thumbs".
Yah. I think the killers can just accept a survivor who is a bit faster when the gates are powered, if they actually compare it to the end game advantage perks they have.
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I (and probably others) have been begging for this for a while. DBD devs just love to annoy you with unnecessary sounds and headaches.
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@DaddyMyers_Mori said:
Well, that's what happens when you have adept and challenges that require 4 kills...
I am not going to risk RNG for it.
I can say same about survivors hiding waiting for hatch. That's also fun experience. My record is 34 minutes.
Both could be fixed with give up system.
I'd thumbs up this... But this excuse and challenge excuse probably only covers 20% of the killers who do this.
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@Meepy13 said:
They should remove hatch so this doesn't happen
Agree, just open the gates. Good head on your shoulders.
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Agreed. Seems really dumb to introduce something to the game and then remove it immediately. A fast vault should be... ... ... FAST.
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Killer choice vs survivor perk is not same thing. not on equal ground. I do think a lot of killers on here are blaming MFT for their poor play, though. I mean, its only 3%. "Get good" :)
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I heard that they just upped the DC penalty. Not sure if true or not. If so, I would agree that they were wrong in doing so. I believe if they did, they just proved that they have no idea whats going on and how to correct things in their own game.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506737#Comment_3506737
Theres counters to "camping"
If the killer is camping someone on hook , you have 3 people free to do 3 gens , in the 120 seconds it takes for someone to die via camping (120 seconds) your team can pop 3 gens and get half progress on the other 2. however since most of the time a gen or 2 pops during the first chase, you can finish the remaining 3 gens in the match in the time it takes the hooked person to die.
You have to learn to be less altruistic in order counter camping, 2-3 people hovering around the hook just going "omg the rulebook states you can't camp mister killer!!11" means the killer is getting free pressure by guaranteeing a kill while nobody is doing gens.
People use the tactics that gets them the most value, stop rewarding hook camping with 3 people off gens attempting a save and the cheap strat killers will be forced to adapt.
This doesn't address this perspective of the survivor being hooked. Most survivors are SoloQ, not team. They'd like to enjoy the game themselves, and not sacrifice their enjoyment to punish a cheating killer and let the other teammates do the gens. The game should fun for everyone of the 5 people in the match. If it isn't, then the game is failing. For this main reason, the devs do need to do something about camping, tunneling, and slugging. But they won't. They've had 7 years and the closest we got was BT being basekit... but killers just wait out BT.
There are ways to prevent it, but the devs have never implemented it. I've mentioned anti-tunneling thoughts in past posts that would protect the unhooked survivor for longer or until they start helping the team (doing gens, taking protection hits, etc).
One thing that I've not really ever understood is why do the killers get a notification when an unhook occurs. This just incentivizes the killer to prioritize the hook, stay close, and return to it quickly. The killer should be protecting gens throughout the match. That's 50% of their priority. They should find survivors by patrolling gens, not camping/returning to hooks. Once a survivor is hooked, the killer won that battle.. There should be nothing else alerted to that killer dealing with that hook. They should become blind to it and they should continue patrolling the gens looking for their next chase.
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lol.. interesting complaint. I like it. However, I think the issue is that the devs don't have time to think up descriptions. Their dev times is basically split between, fixing broken things, making new characters, and adding new cosmetics. They add so many cosmetics (that really no one asked for) that they don't have the time and energy to think up good descriptions for each.
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@RodrigoFlecha said:
Nemesis addons could be improved, making him stronger, three zombies on the map would be good and fairer and the second one for him to return after using the power, must be reduced.
No more zombies... They are just environmental effects. If nemesis gets a buff, it needs to be Skill based. Nemesis, Pinhead, Dredge, etc. should not prosper because the environment does the work for them.
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I'd waste a perk slot on this... to prevent being matched with certain killer(s). Some killers just aren't fun to play against or change the spirit of the game too much. I'd gladly waste an entire perk slot to be able to say no to being matched up against at least one killer. I'd also be willing to wait much longer in match finding.
I like how people always assume Nurse and Blight will be the killers people would choose not to play against. I have no issue with either of them... Knight or Skull Merchant would be my choice.
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Just to add-on to the disappointment of this event....
The dispenser and cooler things on top of the Gens severely compromise the view for the survivor. Which... is not a good thing.. especially with your unnecessary terrible nerf of Spine Chill, the survivor needs to be able to see.
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There is much to be desired from the cosmetics available for most survivors. It is quite weird. DBD makes most of their money over-charging for cosmetics, yet they don't seem to be able to make cosmetics most people would want on many characters.
BTW... Bill.. WTH DBD... when.. when will he get cosmetics? Its kinda inexcusable at this point. its like a meme that he hasnt gotten any.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507794#Comment_3507794
So do survivors...
Killer is really not as strong as his iri add-ons...
Survivors with 4x insta heal, or 4x BNP will demolish most killers.
But same as with killer. Survivors are not as strong as their best add-ons.
Trapper is one of weakest killers. Even with his best add-ons, it's not difficult to beat, if you don't let him hook in basement...
He got even weaker with vaulting buff.
Just to state,... Most survivors are SoloQ... So they won't have 4x Insta Heals or 4x BNP... Even with that, the insta-heals (which I've never seen or used) are one-time use. Rare add-ons for Killers are constant/match long add-ons.
Killer add-ons will ALWAYS be way more OP than survivor add-ons.... unless they, for example, make survivor add-ons also last for the entire match.
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@bm33 said:
Nightfall currently causes eye strain/migraines for many survivor players. It's bad enough after one match against the Dredge, it'd be horrible against multiple killers.
Agreed. Nightfall is one of the worst things in DBD currently. It basically just stops the game for the survivors... they can barely see 2 feet in front of them... They can't plan out loops when running away or have an idea where the killer is. Its just an environmental effect. i.e. Not a skilled move, just something that activates... I'm not sure if PH or Dredge activates the environmental effect or not... still, no skill necessary. DBD needs to eliminate environmental effects, as they don't seem to be fun at all to play against and it is has nothing to do with the player playing the Killer. (i.e. Dredge and Pinhead)
I lol'd when I saw the OP say "I'm in pure love with Nightfall". Obviously... as Dredge, it blinds all survivors and does the work for you. Why wouldn't you be in love with something that requires no skill on your end.
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Seems too complicated... Lets just have them add more than 2 emotes first and see how they do with that.
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Terrible Idea... There is no fixing Skull Merchant... her and Knight should just be scrapped and replaced with actual well thought out Killers.
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Yes, please remove Knight dailies. There is no need to encourage people to actually play this broken character.
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Agreed. I made a similar post about this. A legit strat was to DC if the killer slugs you and there are only 2 left at end of match. This is a HUGE sacrifice, as you lose all you BP and any challenge progress that you completed in the match.... plus the controversial DC penalty... But now.. a soulless bot takes my place and screws the other survivor. I like the bot in general match, but its implementation needs to be better programmed and thought out. There are situations where bots are useful... and situations when they aren't,
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I see an update happened and the Spine Chill fix was not included.... ... sigh
I've attempted to play without Spine Chill the last week and,.... yah.. Lots of situations where the killer appears out of no where and gets a free hit or down, because I had no idea they were around. Spine Chill wouldn't tell you exactly where the sneaky killer was, but it warned me that they were in my vicinity. So, I knew when to be on guard and when I could relax.
Constantly moving the camera around all game to hopefully catch a glimpse of a sneaky killer is not a fun mechanic. The perk was fine as it was. Your reasons for reverting it was bad. "We have this accessibility option that works about 20% as good as Spine Chill, but kind of does the same thing... so.. we are nerfing Spine Chill and making it a useless perk."
And devs... the Spine Chill description still states that it works as it did before. That it lights up if the killer is within 36 meter range.... which after the unnecessary nerf, is NOT true. Why don't you save yourself the hassle of having to write up a new description and just revert the non-sensical nerf change you made.
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@kisfenkin said:
I disagree. I think they should increase the DC punishment. Bots should only be in matches where someone accidentally loses internet. The bots aren't there to cover a temper tantrum, but to support the players that aren't having internet problems and actually want to play the game.
They were never meant to incentivize DCs, and since this mindset is obviously something that has come up, please, BHVR, increase the DC penalty significantly to squash this idea entirely. I suggest:
1st DC 1 hour penalty
2nd DC 1 day penalty
3rd DC 1 week penalty
4th DC 1 month penalty
5th DC 1 year penalty
That is a completely short-sighted attitude. As others have pointed out, if they can't DC, they will just kill themselves on hook or find other ways to ruin the game. Not allow/harshly punishing one for DCing will cause matches to go even worse. How can some people not see that? It is far better to allow people to DC (without penalty) and get a replacement bot for the match... than to have the match at 3 vs 1 or 4 vs 1 with a sabotaging teammate.
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@adaw0ng said:
Main reason why they will never turn dc penalties off for good even if survivors bots are now implemented is because there is no the equivalent to killer (no killer bots, and I believe it would be extremely hard to make AI for all the killers without it causing issues). It would mean killers could dc freely if there was no penalty, or be the only side punished if they did so, which would not be fair. Hope this is enough help to make you understand DC penalties need to stay.
Cheers!
They have a Trapper killer bot. They could just replace a DC'ing killer with the Trapper bot. No one would care that the killer changed... they are still playing a bot and the match is already ruined.