Adrielh
Adrielh
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- Adrielh
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Les seules déconnexion que j'ai eu ces derniers mois.. c'était durant la Lune de Sang.
Ça ne venait pas de mon réseau mais des serveurs du jeu. Tout les joueurs étaient affectés à ce moment là.
Mais autrement 99% du temps, je n'ai jamais de déconnexion. Et pourtant, je suis en Wi-Fi avec seulement 65% du signal avec un ping entre 28 et 33ms. Tout est parfait.
Donc 2 possibilités : Soit le problème vient du serveur (tout les joueurs sont éjecté de la partie). Soit le problème vient de votre réseau.
Une petite recommandation : Si vous avez la possibilité de changer de fournisseur d'accès Internet. Prenez Orange ou Sosh car ils possèdent leur propre infrastructure réseau dans les grandes villes de France. Le réseau est beaucoup plus stable. Je déconseille fortement SFR ! Et concernant FREE uniquement si vous habitez à l'ouest de la France proche de Rennes.
J'espère que cela pourra en aider certains 🙂👍🏻
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Il faut apprendre à esquiver son pouvoir. Il a un temps de recharge à chaque utilisation des plantes grimpantes durant laquelle il ne peux pas attaquer M1.
Ensuite à Low MMR ou en SoloQ Surv. : N'importe quelle tueur à l'avantage même ceux des rangs inférieur.
À Haut MMR et contre des SWF : C'est une autre histoire. Une infirmière expérimenté sera beaucoup plus dur à esquiver que Vecna (Henry). Blight même avec son nerf à venir restera toujours un tueur solide à Haut Niveau si il est parfaitement maîtrisé. Et la Goule, j'en parle même pas, Il possède l'une des meilleures mobilités et peut blessé gratuitement au 1er coup. Ce que Vecna ne peut absolument pas faire.
Pour affronter Vecna (Henry) Il ne faut pas surtout pas courir tout droit sans réfléchir. C'est clairement un jeu d'esprit et de feinte. Avec de l'entraînement, vous pouvez le tenir beaucoup plus longtemps qu'une Nurse ou la Goule.
C'est un tueur puissant de rang A qui ne mérite pas un nerf selon moi. ( Je joue Tueur et Survivant ).
Je t'invite à regarder les vidéos du Youtubeur Grasshopper. Tu pourras analyser comment il loop Vecna avec une facilité déconcertante.
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@100PercentBPMain said:
updates are too slow. I don't care about half of the roster. why would I queue up as survivor knowing I'm gonna face a wraith or something? I'd rather play 1v4 and get some of the fun killers possibly like vecna, vecna or springtrap.
I was hoping 2v8 would be more like 1v4 x2, just throw things in and see what sticks...or breaks. it's supposed to be a fun mode so who cares. if drama llamas want to create reddit controversies let them. modes kinda boring when one side is blatantly boring to promote the "less fun" side, yet when i want more killers so I don't fall asleep while playing Survivor people get immediately defensive yelling "queues! but the queues! we can't let anybody want to play killer!" if that's where we are at then i just don't care.
I completely agree with you. Adding new killers will have no major impact on a limited-time mode.
That’s just a ridiculous excuse.Players can play 1v4 365 days a year, yet they complain about the 2v8 mode, which is only available four times a year.
Let’s take an example: BHVR announces a special Stranger Things event featuring Vecna (Henry) and the Demogorgon in 2v8!
Do you really think queue times will necessarily increase, at least in 2v8?
Whether you're playing killer or survivor, you’ll enjoy playing them, but also facing them.I’m a killer main, and even I would enjoy switching to survivor just to go against those two killers. And what applies to me applies to the vast majority of players I interact with.
They said their priority was to make killers fun to go against… right?
ERROR 404!!Is Nurse fun to play against? NO!
Is Blight fun to play against? NO!Players already complain about them in 1v4, yet they’re in 2v8?
Should I laugh or cry?Even the Oni is starting to become boring, since he represents over 60% of matches in 2v8.
(His upcoming nerf will make him less oppressive. However, only adding new killers will truly prevent him from appearing so frequently.)We need new killers in 2v8, whether people like it or not. You’re not going to die from having a temporary mode for three weeks.
And if you want to make it "permanent" without impacting 1v4, the solution is:
• Every weekend:
Saturday and Sunday = 2v8• Every 3 months:
2 full weeks52 Saturdays + 52 Sundays = 104 days
2 weeks × 4 = about 2 months = 60 to 61 daysThat’s roughly 165 days of 2V8 out of 365 days of 1V4.
Problem solved.
Even with all that, 1v4 players will still find something to complain about. You can never please everyone. The most important rule: don’t let players decide which killers show up in 2v8!
Even if I’m not a fan of Blight or Nurse, I still enjoy seeing them and going up against them. Variety is key. And if survivors want to complain, it should be about their own teammates.. that’s the reality.
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I mainly play Killer, and 2v8 is my favorite mode, but I’m tired of facing Oni and Wesker in every match.
Adding new killers would bring much more variety, both to the atmosphere and the survivors’ experience.
It would also let players use their favorite killers and create strategic, symbolic, or iconic combinations in the future (for example: Vecna + Demogorgon).
More killers = more fun = less repetition.
The 2v8 coming at the end of April doesn’t add anything new. To me, that’s a real disappointment.
They could have at least added a killer with a simpler mechanic, like The Unknown or The Clown.
In short, I’m extremely disappointed ☹️ -
I would really like to see the majority of killers playable in 2v8 mode.
I would honestly be disappointed if that’s not the case. It’s definitely possible to balance them and find solutions, even for the most complex killers.For example, the interaction between the Dredge and Freddy is actually far easier to handle than players or developers might think.
Scenario 1:
Freddy and the Dredge are not in the same match → no issues at all with their powers.Scenario 2:
Freddy and the Dredge are in the same match →
When Nightfall is triggered, the Dream World is temporarily disabled.
All sleeping survivors are immediately awakened during this period.
Once Nightfall ends, affected survivors return to the Dream World.
This completely solves the issue.This also avoids any sound-related conflicts between the Dredge’s power and Freddy’s audio cues.
Another specific killer: Vecna (Henry)
Vecna should not cause any issues with either the Dredge or Freddy. The only overlap would be the clock sound. Freddy’s visual filter would naturally take priority over Vecna’s.
Awake survivors would see Vecna’s filter, while sleeping survivors remain in the Dream World.
Vecna’s clock UI would still be visible at the top of the screen for all survivors.
They would hear Freddy’s lullaby (“La La La La…”) along with Vecna’s ticking clock.No issues here either.
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The Engineer and David Android aren’t significant threats.
We’ve never seen the Engineer pose a real danger beyond fighting hand-to-hand, and David is an android created by Weyland who turned against his human creator. What would his actual power even be? Let’s be honest.The real threat has always been the Xenomorph !
And the killer that truly represents a rival is the Predator.
He has the DBD DNA.. His entire hunting culture fits perfectly with the gameplay, especially the way he hangs survivors on hooks like bait. He’s the one everyone has been waiting for in Dead by Daylight, so the Xenomorph and Predator can finally come together in a special 2V8 AVP (Aliens vs. Predator).The ONLY THINGS we might get from Prometheus and Alien: Covenant are Xenomorph outfits :
AETHON (DEACON) :
NEOMORPH :
PRAETOMORPH :and a legendary outfit for Ellen Ripley : Dr. Elizabeth Shaw, the main character of Prometheus.
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@Smoe said:
Wall/Ceiling climbing was originally considered, but was scrapped since the game's design cannot support vertical powers.
Also Facehuggers would work better as a basement hook aesthetic instead of as a mini mori, as Xenomorph already brings the hive with it on all maps, by replacing hooks on all maps with the Nostromo hooks.
Yes, I knew this idea had been considered. However, the first suggestion I made was not about climbing walls or ceilings. It was more about a leap onto a wall or a piece of the environment while staying stationary (like Blight's power), followed by a second leap in the direction you're looking, with an attack. That’s actually why I suggested this solution only as a plan B.
I don’t understand your idea. How would a “basement hook aesthetic” improve the Xenomorph?
What exactly does it involve? What’s the goal?The mini-mori is meant to reward the tail attack, just like Vecna’s (Henry) or Michael Myers’ powers. Also, near the exit gate, it adds extra strategic pressure on survivors, who will have to decide whether to save a teammate in danger, at the risk of getting a Facehugger symbol. This strategic aspect fully justifies the presence of the turrets, which are already a significant handicap for the Xenomorph, especially after the many changes and nerfs to its tail attack. Facehuggers will have a real and meaningful role and won’t just be a cosmetic effect on a hook.
Seeing a Facehugger “in action” during a mini-mori at the end of a match will give players and fans a real sense of experiencing Aliens, which goes far beyond a simple aesthetic element that doesn’t strengthen the Xenomorph.
In the Alien films, including Aliens vs. Predator, the Xenomorph lets Facehuggers jump onto their prey when they are nearby.
That’s why I don’t understand your approach, especially since having a Facehugger as a decorative element in the basement doesn’t make any sense: it implies that the survivor already has an Alien inside them and should logically die, even if the Facehugger is removed with a timer.
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The facehugger pictures are cool, I wonder how they were done.
For the facehugger image showing the number of stacks, I used Photoshop.
And for the image of the facehugger on the survivor, I used Flowith AI.
The goal was to create a quick visual representation to better illustrate my idea.One thing about the facehugger requiring 4 tail hits tho, by the end of the game nearly everyone is guaranteed to have the symbol finnished. Making the xeno go on a slugging spree with noone escapes death totem, causing moris to happen without stopping to do them either.
That’s a very good point.
I initially chose 4 tail hits because his power can be easily dodged and completely shut down by turrets for a certain amount of time. Using the Tail Attack isn’t always guaranteed during a trial.
Sometimes you have to rely on your basic attack to injure a survivor or put them into the dying state.It’s fairly inconsistent, and at high MMR it’s almost impossible to hit all four survivors with four tail attacks during a trial, unless they place their turrets poorly and fail to dodge any tail attacks.
However, to create better balance (both at low and high MMR), the conditions could simply be reduced:
- Survivor Stage 2 + 5 stacks + Dying State → killed by Facehugger
- Survivor Stage 1 / Stage 2 escaping through an Exit Gate + 5 stacks + Dying State → killed by Facehugger
I added one additional stack (5 instead of 4).
And for the Exit Gate condition, I removed Stage 0.Even with No One Escapes Death, the Xenomorph wouldn’t be able to go on a slugging spree, because the requirements in this scenario would be too high. Running an endgame build would be risky, since applying 5 stacks with Tail Attacks to every survivor would be very difficult, and survivors would quickly rush generators.
It’s also important to note that survivors who are aware of this mechanic on the Xenomorph would likely anticipate the No One Escapes Death totem and destroy it quickly.
That’s also why we rarely see this perk at high-level play.
A test on the PTB would allow the developers to reduce or increase the number of stacks if necessary.
It shouldn’t be difficult to find the right balance without making it too oppressive.Theres also the question of where the facehuggers will come from, just poof ones flying onto you through a wall etc.
Yes, the Facehugger would appear out of nowhere and pounce on the survivor.
It would work similarly to how the cats appear during ONI’s Mori with his Murderous Grizzly legendary outfit… or like the guards during the Knight’s Mori.I do believe facehuggers would make a great addition to the xeno's kit and would make it feel like more of an iconic licensed killer during the round. Everyone had ideas on how the alien would work before its release, including facehuggers.
For example i thought they could make a red addon where when 1 generator left (or none), 2 facehuggers spawn in the map through an egg, which sits there and survivors can see the eggs throughout the match, if they get to close they open and spawn early. And travel around the map looking to pounce on survivors like victor, once infected it starts a death timer where the only way to not die is exiting through gates/hatch. The facehuggers can be killed with pallets and locker stuns but continually respawn till the round is over with a max of 2. (If one opens early, only that one is going around unless someone triggers the 2nd as well)
The idea is excellent, but it introduces a lot of constraints and could even become unbalanced with specific builds.
For the first case: This would make the Xenomorph dependent on an addon, and that’s not what we want. No player or franchise fan would want to see Facehuggers only appear by equipping an Ultra Rare addon… the Xenomorph would end up in the same position as before.
For the second case: If Facehuggers appear when there’s only 1 generator left (or none), the killer will have to equip perks to block the Exit Gates… and it would even become mandatory.
How are players supposed to notice a Facehugger moving around the map given its small size?
Especially knowing it would be fairly silent, unlike Viktor or the Zombies.
Even by adding an indicator to help the survivors, it would only make them useless and predictable.
And it would be difficult to determine the death timer without unbalancing the Xenomorph.
Can Facehuggers pounce on survivors who have never been hooked?
Can the killer pick up a survivor with a Facehugger on their face?
How long will the survivor stay down before being able to get up?It’s also not really “Lore Accurate”, because a survivor escaping with an alien inside their body would logically be considered dead. Many fans wouldn’t appreciate that detail 😕
The Mini-MORI I’m proposing is meant to reward Tail Attacks and strengthen the Xenomorph’s endgame. It’s like a return on investment.
And the most important point: it justifies the presence of turrets, which completely shut down his power.With a stack system, it actually rewards the player who suffers the slowdown and power denial from turrets throughout the trial.
And it’s much easier to balance by adjusting the conditions up or down.I’m also thinking about the future, since this idea would also strengthen the Xenomorph in 2v8 mode, which is extremely important.
As for 5s undetectable from leaving tunnels, i think he deserves 10-20 seconds atleast seeing as people know when and where hes coming from with a loud long animations. plus turrets alredy being detectors telling survivors where he is even underground or undetectable and makes loud footsteps.
I had considered 10 seconds, but I decided to give him only 5 seconds with a slight speed status (like his old, mostly useless addon), because I took into account all the addons he has plus the changes I proposed for five of them… not to mention the Mini-MORI.
Thanks for your comment!
I really hope the devs can take these changes into account to make the Xenomorph more fun to play and cut down on the frustration from its gameplay.
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Thank you for your feedback 🙂
My suggestion mainly concerns survivors!Since killers retain the same powers when they have a legendary skin, it would cause confusion for new players, as they might think legendary killers have different powers.
The approach is completely different between Killers and Survivors.Take an example: The Huntress’s legendary skin. Fundamentally, the killer remains the Huntress with the same powers. This applies to almost all killers.
That’s why my idea is more relevant for survivors, as they don’t have powers.
Legendary characters are similar to survivors but without the 3 perks.So it would be easier to create a sub-category for survivors that includes all the legendary characters! That would truly make them feel unique — like brand new characters.
=> This would also allow developers to create legendary survivors without perks, and focus on improving other areas of the game.
=> It would also allow developers to create skins for legendary survivors.
=> Many players would have loved for legendary survivors to become actual survivors!
With the idea I’m proposing, that’s now possible.Your idea for options A & B is interesting.
I really like it! We could also add a rectangle the same size as the search bar, with the word "LEGENDARY" written on it,
in order to display the list of legendary survivors.
Their portraits would have a background color similar to the legendary skin to distinguish them from the other survivors.
That’s why I offered the community two options: either keep the link to survivors or detach them.
Ideally, I think we should keep the same prestige level and loadout, knowing that keeping the link with the original survivor also allows for selling two characters.
But having the ability to select them from a separate list is the most important point!
It’s more enjoyable for players and more appealing to new ones.
I am convinced that the entire community would be satisfied 👍️



