Behaviour's War On Verticality | Dead By Daylight Discussions



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15 thoughts on “Behaviour's War On Verticality | Dead By Daylight Discussions”

  1. Before these invisible ledge walls they added invisible walls above loops to counter act jumping on top of stuff but I still recall a time where the game was very much a fun 3D world to play around. Now it feels 2D with extra steps.

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  2. a big issue i can see with this, is they're scared people will clip themselves onto spots that have horrible map design/prop placement. Like how Victor dies whenever he stands on an unreachable walking position, but likes to explode randomly on ramps and stairs

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  3. If they allowed you to do this it would be practical. see someone off in the distance as demo? Well launch off of the structure with shred(which in shred for about a second or two you are the fastest character in the game fun fact) and you will not hit them but you will be incredibly close if not on top of them. Now there is absolutely nothing wrong with this, this shows skill this shows map knowledge this is character knowledge, there is no reason to not allow you to use the environment to your advantage. Plus it’s just goddamn fun. Behavior please remove the invisible walls, even though you probably won’t

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  4. Im sure there’s a technical reason why they do this and it’s not to remove skill expression, i highly doubt anyone at BHVR is going to”lets remove skill expression” it’s more then likely a way to avoid a problem we don’t know about

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  5. i think they should remove the inviable walls and here is a little story on why i was playing bubba and i was chasing a survivor they ran off a high place and i fell to chase them i hit the invisible walls and got into tantrum mode on AIR the survivor escaped the chase and i was really mad. now i do want some of them to be kept i don't want to see space billy return but instead just something that lets us have a little more fun

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  6. I'm not so sure it has anything to do with skill expression. Verticality adds another layer of complexity in terms of balancing & exploitation. And DbD is already a very complex and convoluted mess of game systems. The more loose parts a game has, the more difficult it is to attain any kind of balance.

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  7. You make some good points in this video. Another thing I will add is it cheapens the experience a bit for those who have taken the time to learn something difficult in the game when they put some kind of fix in the game that makes that once difficult thing dead easy.

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