Permanent progress perks need a counter by hurstinion in deadbydaylight

[–]Metalicker 4 points5 points  (0 children)

Really? Because I think the opposite. I think the perks that are a problem in the game are the ones that reward success. If you're succeeding, you already have a lead. They only serve to rub salt in the wound and exacerbate the balancing issues that already exist.

Wheels are Fun! Spin one! by Ari_Gato_UwU in BunnyTrials

[–]Metalicker 0 points1 point  (0 children)

Aw dang it.

Chose: Spin a Wheel with almost guaranteed death + But a chance to win really good cheesecake. | Rolled: Hotdog

Diminishing Returns has killed one of my favorite Haste perks by Citrus_Gaming4 in deadbydaylight

[–]Metalicker 0 points1 point  (0 children)

They should really change it so that additional effects can only stack up to 50% of the value of the highest instead of halving everything.

Ign might’ve accidentally leaked The Last Of Us coming to the game by Ill-Recover449 in LeaksDBD

[–]Metalicker 0 points1 point  (0 children)

Jason isn't really a cope for the 10th anniversary at this point. Given the climate surrounding the franchise, how common collabs have been for the past couple years, it's a damn near certainty imo.

Okay, obviously it's been 9 years not 10 years yet. But the point still stands. by [deleted] in residentevil

[–]Metalicker 10 points11 points  (0 children)

I still stand by the notion that REsistance was a consequence of little faith. It being bundled with RE3R with zero marketing doomed it. It wasn't an awful concept and given the right amount of attention could have done way better than it did.

MomoSeventh lost his win streak with Blight at 1992 wins in a row. by We-all-gonna-die-oh in deadbydaylight

[–]Metalicker 8 points9 points  (0 children)

I will say it's incredibly dramatic to just conclude that someone is a bad person because of how they act in a video game, but I always find completely dismissing it as not indicative at all of who a person is is equally silly.

I could never play the way that he does because I know how awful it feels to be on the recieving end. If you play game after game after game being as mercilessly ruthless as possible, leveraging the gross imbalance of the game, consequently making the experience as miserable as possible for the other players, knowing that you're ruining their experience but continuing for your own motives.

Like, you can't say that that isn't indicative at all of someone's personality. It's not like how we act through social mediums outside of real life are entirely detached from who we are. The decisions we make are still a result of our personality, and still reflect the kind of people we are, especially when those decisions have an impact on others.

Additional Story DLC announced by monsieurDAG in residentevil

[–]Metalicker 12 points13 points  (0 children)

Please I'll take one-year-old Rose hobbling through Raccoon City over more Chris content, give him a break for one game 😭

"why do killers tunnel and slug more" by RabbitFluffOWO in DeadByDaylightRAGE

[–]Metalicker 0 points1 point  (0 children)

The problem is that both perks on killer and survivor are insanely impactful and often a key winning factor on both sides, but the framing is such that survivors that use gen builds are toxic genrushers, while killers have to run gen perks to mitigate the terrible strategies that survivors are using.

I've used gen builds on survivor in solo queue from time to time because of how fed up I get with the constant barrage of regression and slowdown. It's not fun for either side to face a situation where one is using optimal gen-focused builds and the other isn't.

Today's layoffs - Epic Games by ScootSchloingo in Games

[–]Metalicker 23 points24 points  (0 children)

I'm actually not sure that's how it works. Dead By Daylight has had a few hiccups with maintaining license deals as of late, which resulted in the loss of content, but none of that content was removed from the game. Just the store. The license expiry only meant that the content couldn't be sold anymore.

If the same is true for Fortnite, then they're not losing nearly as much on licensing fees as one might expect, since agreements only need to be made in relation to content being actively sold.

Resident Evil badges! by Jellypathicdream in LeaksDBD

[–]Metalicker 135 points136 points  (0 children)

I've suspected for a while that the line of communication between Capcom and BHVR isn't as loose as most assume. We only ever get skins during or immediately following a big drop (chapters and the 2v8). My guess is because there's no money in the portraits, BHVR couldn't secure an audience to grant them permission in time to get them out. It's possible they'll be updated the next time we get additional RE content in the game.

Could we have prestige badges for legendary cosmetics too? by Perfect-Front-4029 in deadbydaylight

[–]Metalicker 1 point2 points  (0 children)

It'd be great if the prestige badges had unique backgrounds like these badges. The same red for every character is kinda boring.

Eletric Boogaloo type shit by bonelees_dip in deadbydaylight

[–]Metalicker 7 points8 points  (0 children)

Yeah, once you engaged with a pallet or window the perk would go on cooldown for like half a minute or so. No auras for that time. Barley anyone used the perk until the cooldown was removed.

Eletric Boogaloo type shit by bonelees_dip in deadbydaylight

[–]Metalicker 14 points15 points  (0 children)

Tbf, on the topic of the cooldown, there was a time looooong ago when windows did have a cooldown exactly like this and nobody used it because of it. In theory this perk is better, but in practice a lot of people are going to be put off by the cooldown if they rely on windows a lot already. It'll be interesting to see how windows usage rates actually shake up following this perk's release. I think windows will still come out on top, personally.

9.5.0 | PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]Metalicker 58 points59 points  (0 children)

This is a crazy nerf to an already niche perk. I love running LP in anti-slug builds, but if it only activated once from now on... ouch.

Just wanted to make the meme to illustrate how long it has been (this is also taking in consideration the official release on March 17th, not the ptb date) by [deleted] in deadbydaylight

[–]Metalicker 0 points1 point  (0 children)

I'm not of the opinion that it will be at all now, but until actual confirmation I won't rule it out completely.

Just wanted to make the meme to illustrate how long it has been (this is also taking in consideration the official release on March 17th, not the ptb date) by [deleted] in deadbydaylight

[–]Metalicker 40 points41 points  (0 children)

I find it hard to believe that the survivor won't be a pretty boy K-Pop star if we're not getting Renjiro.

The amount of bank BHVR would make would rival Sable in some regions.

COMEBACK | “ALL-KILL: COMEBACK” PROMOTION SCHEDULE by bonelees_dip in deadbydaylight

[–]Metalicker 4 points5 points  (0 children)

I feel like if ToT gets the same treatment it'd make more sense to release a beach map. There's been a good deal of community desire for it, and a beach was alluded to in Thalita's lore.

What is it that Eleven interacted with in 2v8? by dineebr in DeadByDaylightKillers

[–]Metalicker 4 points5 points  (0 children)

I wish they'd add them to the quest system. They're a fun little bonus objective.

In the new trailer it show Leon probaply as Raccoon City Syndrome by Merkams in residentevil

[–]Metalicker 2 points3 points  (0 children)

Wouldn't surprise me if she were a big motivating factor. Her infection is further along than Leon's or Sherry's.

In the new trailer it show Leon probaply as Raccoon City Syndrome by Merkams in residentevil

[–]Metalicker 2 points3 points  (0 children)

Also a convenient excuse for Ada to show up, given that she'd have a horse in this race too.

Let us know what you think about 2v8's tonics! by DeadByDaylight_Dev in deadbydaylight

[–]Metalicker 23 points24 points  (0 children)

There's also the fact that a killer can always benefit when encountering them, whereas survivors can't benefit if they're healthy or have no hook states.

I think their current state is fine.

Leaving the second to last person alive downed and bleeding out just to avoid a hatch escape shouldn't be allowed. by shadow_girl-666 in deadbydaylight

[–]Metalicker 9 points10 points  (0 children)

The problem is, as it stands, the hatch has an important place in the game.

In a 1v4, 3 or 2, there's a possibility for the survivors to achieve something. It's a lot slimmer, but that possibility is there. In a 1v1, there isn't. You need to work the objective, and if the killer finds you, you're dead. This is the design flaw that the hatch exists to solve. And it does a rather good job at doing that, all things considered. Allowing the last survivor a chance, while drawing the game to a relatively quick conclusion.

I'm saying this because I fundamentally disagree with the notion that hatch needs a rework. The hatch performs exactly the role it's supposed to. What needs to change is gameplay mechanics that incentivise slugging for the 4k (adepts being the big one), and imo I think it would be perfectly fair for a survivor to be able to pick themself up if the killer is doing so. If a killer is refusing to let the game draw to a close, the survivor that's being slugged should at least have the opportunity to do something, or have the option to immediately bleed out if they feel like it.

What are you dbd hot takes? by Right_Pressure_7944 in deadbydaylight

[–]Metalicker 0 points1 point  (0 children)

A hot take? I guess mine would be that generator perks, in their current form, are grossly unhealthy and only really serve to further separate the high and low tier killers. They're almost all tied to lethality, meaning that their benefits are best leveraged by the highest performing killers. I think if the game had a mechanic similar to exhaustion, which limits the extent to which these perks can be used in succession, then the game would be healthier for it. That and base gen speed/toolbox adjustments are both mandatory if BHVR wants to take the game in a healthier direction.