Arachne
Arachne
About
- Username
- Arachne
- Joined
- Visits
- 188
- Last Active
Comments
-
Tunellers get punished by literally every survivor just doing gens 😭 it's basically the point of the game, buy time so others can do objectives. But I guess they just want this game to be a bullying/goofy chase simulator. But no point as i dont think devs are doing anything, i'll be out since they can't even moderate their games from hackers/scripters and balance take years to be implemented (remember bubba leatherface facecamp without base kit BT? Now that's real camping and tunnel).
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991041#Comment_3991041
You can still do the objective, which is to kill survivors. You just won't always have the most, maximum efficiency by tunneling one person out immediately.
Every single one of the new effects is 100% in the killers control. The killer completely decides if these come into play. You can't even force anything because of elusive.
The existing tools don't even come into play because of elusive. These don't stack. And the current perks are barely noticeable since tunneling had been meta for over 9 years now.
"100% in killers control" nope. It's just a way for the devs to limit agency in the game. Lore wise it doesnt even make sense for the entity to interfere killer progress LOL. This update is definitely what hold handing survivors mean, force killers to spread hooks when teammates could cancel with a flaslight/pallet stun/distract chase to help the tunnelled. Hard to find those survivors in your game? Use YOUR PERKS (this is literally dbd CORE gameplay) decisive strike and unbreakable. Done. It's these invisible rulebook that will be implemented don't make any sense, bet you they'll revert to these changes soon as no one dropping money for a new killer. Elusive is ridiculous, basically add Iron Will, The Babysitter, and Distortion for free. Those perks are not always played by survivors now with this buff they could just have 2 gen rush + 1 exhaustion + quick gambit even. Watch how gens will fly lol what are they even thinking 😂 There'll be no gen efficiency to discuss really.
and no, tunneling was already lower with bt anti-tunnel (immersion breaking thing but it's good), it's solo survivor and new players who's tired and can't enter META perks because they are paid and locked in huge grind. -
@AmpersandUnderscore said:
The existing responses to tunneling and camping are anything but "solutions", they're "casual recommendations to the killer to, please, kindly consider not doing that".
These "strategies" of tunneling and camping the first thing that moves in the match have been meta since the games launch, 9 years ago. That isn't "having an effective solution", it's "these are far too powerful, and need something more".
Killers objective are to kill and we already have basekit bt anti-camping mechanics. New anti tunelling mechanics is just a funny way for people to abuse it once they get all the perks. I mean what is the point of buffing it? And why does punishing killer who kills which is THE OBJECTIVE is good? Macro gameplay for survivor (4k) will always be favored for SWF not solo. SWF do not meed more buffs, solo players and new should be more tools that don't demand the whole game to be reworked.
-
If you downvote yall are bhvr opps LOL 😭 zero loss for the playerbase but loss to the devs
-
@ThatRyanB said:
https://us.v-cdn.net/6030815/uploads/V0XPFJHE7F30/ptb-developerupdate-august2025.png
The 9.2.0 Update arrives next week, so let’s check out the notable gameplay changes you can expect from this Public Test Build. Plus, stay tuned for next week's PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!
Read on for all the details:
NEW FEATURES
https://us.v-cdn.net/6030815/uploads/ELZVJGD36DMM/devupdate-sluggingreductionupdate.png
- If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
- Added the option to enable or disable this mechanic in Custom Games.
- Note: Perks that enable you to recover from the Dying State - like Boon: Exponential - will continue to function as before, without needing to meet this requirement.
- Gradually increases crawling speed for Survivors who are left in the Dying State.
- Added the ability for Survivors to recover while crawling. Recovery now occurs passively with no need to hold a button.
- Updated several Survivor and Killer perks to account for these changes.
https://us.v-cdn.net/6030815/uploads/RRP2OJO8RCYG/sluggingreductionupdate-1.gif
Passive recovery while crawling
https://us.v-cdn.net/6030815/uploads/MB9O4NLKEIUS/sluggingreductionupdate-2.gif
Pick yourself up if you’ve been in the Dying State for 90 seconds
DEV NOTE: When it comes to slugging, we know it can be frustrating if you're on the receiving end of it too often or for too long, but we also know that sometimes it's the smart move. This updated system acknowledges this, allowing the Killer to slug occasionally when they feel like it's the right call, but will eventually kick in and swing in the Survivor's favour if slugging is used excessively.
A big part of this is also about making the experience of being slugged more pleasant (as much as being slugged can be, at least). The recovery changes and crawling speed will give you a bit more agency when downed so you aren't just holding a button and waiting for someone to come save you.
https://us.v-cdn.net/6030815/uploads/OKVTXX7D56DO/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/6F3UA65MOB0J/devupdate-tunnelingreductionupdate.png
- When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.
- This is disabled once all generators are completed.
- Unhooked Survivors gain the following effects for a limited time:
- Haste, Endurance, and Elusive (see below) status effects.
- No collision with other players (both Killer and Survivor).
- Immunity to Killer Instinct and sees the Killer’s aura nearby.
- These effects are lost when the affected Survivor perform a Conspicuous Action.
- All these effects (except Haste and Endurance) are disabled once all generators are completed.
- Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.
- After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits:
- Bonus damage for the next generator kick.
- Temporary Haste status effect.
- Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.
- These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.
- These effects are disabled once all generators are completed.
- Added new effects that disincentivize tunneling:
- If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
- If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.
- Added the option to enable or disable these new mechanics in Custom Games.
- Updated several Survivor and Killer perks to account for these changes.
DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.
The intention here is for both roles to feel the benefits and incentives that come from spreading hook states. On the one end, Survivors have better opportunities to evade and reset after unhooks, while also limiting those tough situations where losing a Survivor too quickly causes things to go south quickly and snowball. On the other end, Killers are able to apply more map pressure to push back against efficient teams, covering ground post-hook and strengthening gen regression.
https://us.v-cdn.net/6030815/uploads/2IOB3V56TMEZ/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/AFXVD5SDE8KN/devupdate-elusivestatuseffect.png
- Added a new status effect that silences grunts of pain and suppresses Survivor aura, pools of blood, and scratch marks.
DEV NOTE: To start, we’ll be using this new status effect as part of the tunnelling reduction update, but plan to integrate this into relevant existing perks down the road to make their descriptions more streamlined. Arguably the easiest way to look at this is a Survivor version of Undetectable, in that when it’s active, you know you’re in stealth mode.
https://us.v-cdn.net/6030815/uploads/FR61CMRVPLNT/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/5FYHIP30TAHZ/devupdate-thetomesloreupdate.png
- Updated “The Tomes” menu to feature new Tomes and accompanying lore alongside each Chapter release.
- New lore is unlocked each week within the active Tome.
DEV NOTE: Ever since we reworked the Tome, we’ve seen how much you’ve yearned for more lore. We’re happy to share that beginning with 9.2.0, lore is back! While previously, lore was tied to challenges, we want all players to have a chance to immerse themselves in these stories, so we’ve shifted to a weekly unlock, not linked to any quest completion.
https://us.v-cdn.net/6030815/uploads/N2STWWLLAG7F/devupdate-frame.png
KILLER UPDATES
https://us.v-cdn.net/6030815/uploads/S41GGXGEAAOB/devupdate-theshape.png
- Replaced “Evil Within” with two modes that can be toggled with a button press:
- Stalker Mode: 4.2m/s movement speed, Undetectable, and can stalk Survivors.
- Pursuer Mode: 4.6m/s movement speed, 24m Terror Radius, increased vault speed, bonuses to lunge range, break speed, and stun recovery, and cannot stalk Survivors.
- Once the stalk meter is full, Evil Incarnate mode can be triggered at will, granting the following effects for a limited time (note: Survivors no longer become Exposed):
- 4.6m/s movement speed, 40m Terror Radius and an increased vault speed.
- Unlocks Slaughtering Strike ability:
- Hold the power button to charge this ability, reducing movement speed.
- Press the attack button while charging to quickly lunge forward, adjusting your angle as you move. The length of the lunge depends on charge time.
- If a Survivor enters the Killer’s attack range while lunging, they are knocked into the Dying State.
- This ability can also be used to destroy pallets.
- Unlocks the ability to grab and kill or perform a regular Mori on Survivors who would die the next time they are hooked.
- Adjusted some of the mechanics of stalking:
- Removed the limited pool of stalk points per Survivor.
- Reduced stalk range to 32m and removed distance modifier.
- Moving while stalking has increased movement speed but incurs a reduced stalk rate.
- Reworked his add-ons.
https://us.v-cdn.net/6030815/uploads/KYEB6NKI2G7O/theshape-slaughteringstrike.gif
Slaughtering Strike in action
DEV NOTE: By moving away from linear “Evil Within” tiers, we wanted to give players more tools they can use to adapt to each Trial’s unique situations, while keeping the core of what makes him “The Shape”.
Slaughtering Strike makes for a high-threat offensive attack, offering up an insta-down opportunity with an extended lunge that's particularly effective in loops and for ripping through pallets quickly.
Understanding his kit has changed quite a lot, we’ve done a pass on nearly all his add-ons, reworking many of them to offer more unique effects. In particular for those who prefer his old playstyle, Fragrant Tuft of Hair will change Evil Incarnate to function like old Myers, offering an Exposed effect and no Slaughtering Strike. Stay tuned for patch notes for the full details on these changes!
https://us.v-cdn.net/6030815/uploads/13DLVM9GJD8R/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/DJ7BRR08E58E/devupdate-theclown.png
- Increased activation time of the Afterpiece Antidote.
- Increased how long the Afterpiece Tonic’s Hindered effect lingers after leaving smoke.
DEV NOTE: We’ve heard your feedback that The Clown’s easier-to-activate Haste can make instigating and maintaining chases less interactive for Survivors. That, coupled with nerfs to his purple bottles has pushed players towards this frustrating tactic. To make both bottles feel like viable options without being too oppressive, we’ve adjusted the values of their most impactful qualities to strike a balance between pre-9.1.0 values and Live values.
https://us.v-cdn.net/6030815/uploads/08BAR9PMARLT/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/BJJBQ7PGA3IM/devupdate-theunknown.png
- Increased the additional time added to Weakened when injured by a UVX projectile.
- Increased movement speed recovery after teleporting.
- Increased camera vertical range.
- Adjusted several add-ons.
https://us.v-cdn.net/6030815/uploads/WZNAYQQGPMJH/theunknown-uvx-verticalshot.gif
Increased vertical camera range in action
DEV NOTE: The Unknown is largely considered to be fun to play as and against, and we want to preserve that while adapting to the current state of gameplay. We’ve buffed the UVX slightly, while also taking what we learned from The Animatronic to allow for orbitals, improving UVX aiming and making for even more fun gameplay.
It’s also likely no surprise that Blurry Photo is the most used add-on for the Unknown, given the importance of speed recovery. To help create an opportunity for more add-on experimentation, we’ve converted a portion of this add-on into a basekit buff, while also doing a pass on other add-ons that are due for some adjustments.
https://us.v-cdn.net/6030815/uploads/ELLG8CQEDJFB/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/64DWI89LSQRF/devupdate-thedarklord.png
- Vampire Form:
- Slightly reduced Hellfire cooldown.
- Increased total Hellfire pillars by 1.
- Reduced Hellfire charge movement speed.
- Slightly increased slowdown time after casting Hellfire.
- Wolf Form:
- Increased Pounce Attack charge time.
- Increased Scent Orb spawn time.
- Bat Form:
- Increased movement friction to make flying easier to control.
- Adjusted his add-ons.
DEV NOTE: Vampire Form is slightly less oppressive in short loops where movement slowdown had less of an impact, and toning down Wolf Form’s mobility, which has been outclassing some dash Killers. On the flip side, you’ll find Bat Form easier to control in tighter spaces and can use Hellfire slightly more frequently and reach further with it.
https://us.v-cdn.net/6030815/uploads/ROR59NWGSYC1/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/V4USCCTSEWGC/devupdate-theghoul.png
- When grabbing a Survivor on the other side of a vault with Kagune Leap, the Survivor is released at the start of The Ghoul’s vault instead of at the end.
DEV NOTE: It’s no secret that it’s been a common pain point for Survivors to be locked in place when hit with a Kagune Leap Grab-Attack across a vault. Survivors shouldn’t have to wait for The Ghoul to finish their vault before being able to move again, so we’ve removed this tech.
https://us.v-cdn.net/6030815/uploads/BSXKYDTEWZ2H/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/J8NJLH9UUUG9/devupdate-theoni.png
- Hooking a Survivor now spawns more blood orbs.
DEV NOTE: We understand that with the changes we’re making to address slugging, this will impact The Oni slightly, so we want to mitigate this. By turning hooked Survivors into a greater source of power gauge build-up, The Oni is rewarded with more quickly snowballing power by hooking.
https://us.v-cdn.net/6030815/uploads/O6C117J2G4OD/devupdate-frame.png
https://us.v-cdn.net/6030815/uploads/S0UA6IHVKJRL/devupdate-perkupdates.png
- Updated various perks.
DEV NOTE: In addition to the general perk balance updates you can expect each release, we've also made a number of adjustments to account for the new systems coming to DbD this update, specifically relating to slugging and tunneling.
Stay tuned next Tuesday for the PTB Live Balance preview on Discord, where we'll dig into the details of these perk changes, and then follow that up with patch notes, where you can find the nitty-gritty numbers.
https://us.v-cdn.net/6030815/uploads/AQV7FZEJFLGD/devupdate-frame.png
Until next time...
The Dead by Daylight Team
Don't the devs think that by making perks available to everyone (without the need of adding basekit whatever) would actually balance the game? Oh wait they'll lose their bussin-
- If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.
-
Feel like dropping the ghoul because dbd server is laggy for SEA players, rubberbanding in matches with him, but i really like the fast paced gameplay.
-
@ThanosPAWG said:
I could care less as those matches still give me bp and sometimes help me finish an annoying archive mission. I get where your coming from though most of the time people want an active killer.
So much ppl doing it nowadays, most of my lobbies r just afk killers. It's so annoying lol
-
@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2650243#Comment_2650243
Yeah that’s it. It’s subjective. And it’s no one else’s fault that you have bad taste..
I feel like majority still agrees with me lol
-
I actually love jeff im so sry. Need more good skins tho
-
@[Deleted User] said:
Nah i like jonah. I like that this game makes characters realistic.
Idk if I wanna play as a 40 year old casual man in my game tbh
-
@Mooks said:
What? New Jake model and new Quentin models are definitely top.
Adam is also pretty attractive.
that Tierlist is wrong and outdated.
Yeah adam is just average tho, This tierlist is subjective but the point of this post is that most of the male characters are either plain or just average looking
-
@Laluzi said:
You're using old gremlin Quentin and Jake. New Quentin and Jake are total hotties. But seriously, between Felix, David, and Leon, I'm pretty sure male survivors have got their bases covered.
Also, shame on you for not having Steve in A++ tier.
I love Joe Keery but he looks a little uncanny to me😭. Quentin is still bad imo and jake is hot but reeks mediocrity, He shows his full potential with the vigo skin tho.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/266595/are-the-hooks-a-design-failure
Hooks removes the survivor ability to play the game and killers like Leatherface can facecamp someone the whole game since they have no incentive to move away from it.
That's not a hook problem, that's a Bubba problem. On-demand instadown that can chew through multiple survivors and cancel out BT is why facecamp Bubba exists.
Hooks aren't a problem. Getting put in timeout because you were taken down isn't that big of an issue, especially since you're technically at your safest while you're on a hook, allowing you some down-time from what could otherwise be a high-octane game. What's a problem is that killers can sit on a hook for an extended period of time without any in-match punishment for it.
Honestly, I should have named this as Leatherface design failure. Most of the killers are bad at camping. It's just this one killer... ruins everyone experience. And the devs did nothing even when it's clearly a problem.
-
@ShinobuSK said:
Worrying about new player experience is not our job or duty, its on the game and its developers.
True. One of my cousins is interested on playing this game but I feel like he lost interest knowing how much unfair mechanics and problems in the game lol 🥲. I just feel really bad.
-
@JHondo said:
Posts like this make me want to create a Smurf account just to see what the state of the game is like for brown and yellow ranks on both sides. I started almost exactly two years ago in August of 2019 and the game has changed massively since then.
When I was coming up as survivor I played in a swf so I was never paired with low rank killers. As a killer I had mixed matches until green rank where it became rainbows or solid red swfs I was facing and took a very long time to break through to purple and get the game sense I needed to improve more.
I have spent almost a year and a half now at red ranks thanks to the reset changes and have been so removed from low ranks that it's impossible to fathom what it's like to play there now and any speculation or conjecture about the new players experience is worthless without experiencing it myself.
I played with my cousin and sister who is new to the game (rank 20). Most killlers we encoutered uses red/op add-ons and good perks. Even when they are rank 20. I'm convinced most people have smurf account where they basically destroy noob survivors tbh.
-
Lady robot killer that looks like EDI from Mass Effect 3, I'll call her "The Error". Her face would constantly chainging expressions from a wicked smile to an angry face. Her power would be "Transfering Consciousness" basically the trial would have boxes near each gens filled with a female robot body. The robot lady would be able to transfer her consciousness by going to one of the boxes and be able to technically teleport. Her killer power would be "Overheat" each time she would hit a survivor she will gain tiers (like michael myers) increasing her movement speed, vault speed, and breaking speed (basically all the actions). After she gains the final form of her tier she would overheat after some time and be respawned in one of the boxes.
-
@fr0sty1223 said:
5 games in a row I had a killer who went around slugging everyone and then just left everyone to bleee out. The next 3 games after that the killers I faced all face camped 1 survior all game. Killers are intentionally trying to ruin games to make people quit right now and the devs do nothing about it. Something needs to be done
Why are survivor mains so entilted?
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/263337/playing-the-trickster-is-painful
A couple of things
Gen pressure is getting downs quickly and giving them a reason to be off gens. If you can slug one and chase another/down them. That effectively means 3 people arnt on gens. And yes he's weak at that ATM
He's not THE weakest killer. But he's still pretty bad
He's literally getting buffs this PTB and will feel a whole lot better to use. Feel free to read the notes
Thank you for the tips! I'm still quite noob at killers but I am learning. And I have read the patch notes and it's good. I just wish he can have more impact.
-
@Lx_malice said:
Eeyup.
Monitor won't work on him though. He has a lullaby like Huntress. More salt in the wound.
I didn't know that.. do you mean his laugh or he sings?
-
@KateMain86 said:
The fact we can even earn them and buy characters and cosmetics that are also sold for auric cells which costs real money to purchase is a very fair thing. They are after all trying to make money off the game they made and they didn't have to offer us a way to buy most of the things in this game just by playing it. Just keep playing the game and you'll start seeing those shards add up faster than you think. Do your daily survivor/killer match for bonus experience and just try to have fun and not think about the grind.
Apex Legend is a free game but unlocking characters are easy af, because your performance adds up to your xp a lot. Overwatch a pay-to play game lets you unlock most of their cosmetics and every hero til today. But dead by daylight even pay2play still locks most of their original character/perks in tedious grinding. Yes I agree they need to make money and if I want cosmetics I do buy them with money. But it just makes the game boring seeing the same killer over and over again also making player burns out faster by this grind😦.
-
@Northener1907 said:
Nah i am okey with shards. I can pay for killers, that is not big problem.
But Bloodweb and Bloodpoints so big problem. Opening all perks min 1000 hours, that is insane.
Iridiscent shards still cause problems tho, like people afk farming as killer it's annoying, boring and it's not even bannable 😑
-
btw guys the gap is this big yet pig's fat ass wont allow us to go through
-
@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/390700#Comment_390700
Well, it's not bannable if you're also waiting out BT or either waiting for a survivor to die on hook.
none of my teammates have bt,i do have ds but she bodyblocked there way past the activated time,2 of my teammates also got stuck with me there,a laurie doing gens and after it's done she just hit all 2 of them with noed.it is such a scummy move,i cant believe the devs allowed bodyblocking basement as a strat.
-
@PiiFree said:
Would you otherwise have escaped? If yes, then the Killer did the right thing :P
she litterally bodyblocked me ON HER FIRST HOOK while 5 gen is still up
-
@ColgateAdvancedWhite said:
Bodyblocking to let the trap timer go off is allowed
that sounds like the most stupid ######### thing i ever heard
-
@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/377199#Comment_377199
They actually aren't doing all they can. They spend more time on the release of cosmetics than game fixes in the last 2 patches.
Dedicated servers won't fix:
Players DCing
Loading screen locking up
Issues causing the game to force close
Depipping because half your team DCed
Depipping because survivors DCed and I can't get hook events
Depipping because the killer tunneled you early
Depipping because you got farmed by your team in front of the killer
Not earning Blood Points sufficiently unless you farm and learn to bully the killer
Depipping as killer and survivor after starting the game with only 1-3 people
I used to write patch fixes for private wow servers 10 years ago. Years before that, I coded MUDs. These fixes are in fact simple. But they wont just let anyone work on their game and a majority of suggestions and fixes that users post get eaten by the forum being spammed with garbage. Their priority is really skewed.
The new rank system is still new tho,you guys act like its been there forever they'll change it if the community doesnt like it,and if you dont want to get tunneled then just use the new ds.
