CoolerBleend
CoolerBleend
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@FerrousFacade said:
The anti-camp change is a good change. It is incredibly easy to use Jason's power to camp without triggering anti-camp or to just return to hook quickly and then tunnel someone out. Why are people so adamant that tunneling be the way forward for killer play? If this has an impact on his kill rate he will see buffs to other aspects.
The problem with that is the anti camp range for affecting the power is identical to normal anti-camp, which is a 16 meter sphere around the hook. This means that even if you are on another floor from the surv chasing someone else either below or above, you will get the 4.5 second animation instead of the 1.5, making you basically lose the chase solely from that alone
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The anticamp change will literally make him lose chases on multifloor maps if the survivor decides to enter the 16 meter range and Jason tries to cut them off and getting the anti-camp animation debuff. Before it was manageable even if annoying to experience but now it will legitimately lose chases.
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@Balrog said:
Jason is coming. Learn more on our PTB to Live Blogpost to see what changes you can expect when he enters the Fog.
https://forums.bhvr.com/dead-by-daylight/kb/articles/549-ptb-to-live-changes-the-slasher
The basekit changes apart from the spear removal and husk damage state delay are awful. Why does he need a 4.5 second delay because he happened to tp within 16m of a hooked surv is actually awful for a change and reducing the cancellation movement speed when he already had a standard ranged killers cancellation speed is awful. Alot of the consensus of this killer was positive both for and against, why are we adding these arbitrary basekit nerfs when majority of the complaints was about the addons being either problematic or downright useless?
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Yeah he got the 0.05 second reduction to his basekit detonation delay, but why did you proceed to halve all the values of his Discipline set of addons, the addon basically forced into a slot to make him playable, so now he's overall weaker than before
Below are the descriptions of the Discipline set of addons from April 30th 2026 in patch 9.6.0.
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@Haddix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967873#Comment_3967873
Spingtrap also does have window where he cannot attack, but he has very minimal movement speed penalty during the cooldown
How did this blatantly false myth get so widespread? Just gonna repost the same reply I made earlier…
- Springtrap has a 2-second throw recovery at which he slowly moves 2.76m/s
- Huntress has a 2-second throw recovery where she moves at quickly at 3.74 m/s.
Her post-shot cooldown is better than his by a large margin - moving about +36% faster than he does on top of having really great recovery addons.
You're free to test in-game or look directly on the wiki's movement speed page!
There's one problem with this argument and that it's a speed curve. He reaches 2.76m/s 0.4 seconds post throw but quickly curves back upwards to 4.6m/s for the last 1.6 seconds
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@PatchNoir said:
You know the forums are cooked when bro post a fact and get ratioed for saying the truth, also vigil should not stack + not work on killer powers like freddy
Except it's not a fact. Vigil is not bugged. It no longer increases recovery rate of status effects, it just removes a flat 40% of the duration.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965278#Comment_3965278
It's multiplicative not additive. Unless they changed that at some point.
Botany is additive, but the medkit 33% speed decrease is multiplicative, so it evens out to 100%
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963155#Comment_3963155
Fun is subjective first and foremost.
My case for why Tombstone can be quite fun and engaging is:
- To start charging Tombstone Mikey has to get out of t1, which gives an audio cue to the whole team, so its not like Survivors aren't made aware Myers is in play.
- The mere existence of Tombstone means you need to pay careful attention and fear Myers stalking you, whether he actually has it or not. This makes Myers inherently intimidating, even if he isn't a particularly strong killer, which is great for the horror theme.
- A Myers using Tombstone has a long charge time, and if EW3 hasn't popped for a long time, that is quite scary once you start to suspect it, cause you don't know when it will pop.
- You have counterplay in the form of lockers and ofc the fact Myers is still an m1 killer at the end of the day, who must stand next to you actually mori you, so while very dangerous, standard gameplay mechanics counter him.
If your teammate feed Myers it can be unfun, but Myers is the best thematically realised killer in the game, and he is actually quite popular for both sides, and has been for years, despite not being very strong.
Just because the gameplay is thematic doesn't make it the most unengaging way to play the game. You either get instakilled or be forced to give hook states to not die. It's not fun, you don't get to chase whatsoever cuz the Michael won't attempt to attack at all and it's just uninteractive
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@UndeddJester said:
I'm kinda on the fence about Tombstone tbh, because in a lot of ways Tombstone can be pretty unfair to the uninitiated; even as a veteran, there are those odd moments where you just mess up/have to bite the bullet and get caught with a Tombstone...
However everyone with any time in DBD knows Mikey COULD have it, and especially if you see him taking a long time to stalk, you know not to screw around with it, and that makes Mikey quite fun, scary and paranoia inducing in of itself.
It's bit like the killer side equivalent of Decisive Strike... they might not have Tombstone at all… but you get certain smells to indicate that they might have it... and that's pretty fun.
There's nothing fun about being stared at for 3 minutes with no chases and then having to 3v1 cuz someone got """outplayed""" by tombstone
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@SkeletonDance said:
I wonder if we could ever get a legendary Vecna skin from Stranger Things for Vecna. Is it like even possible to get a license skin on licensed character?
They've stated this is impossible in the past
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I think his POV is lower for balance reasons because if he was taller from first person he would be able to hit things much much easier at loops due to how his Axe works
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Singularity is not weak enough to even deserve a buff like that
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15 seconds
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/448703/vecnas-unnecessary-nerf-in-9-0-0
It wasn't a random nerf. It was done on purpose, to weaken his ability to zone survivors with the Fly spell.
The recent Vecna changes are an overall nerf, and he was nerfed because the latest stats show him as having a really high kill rate.
Just because alot of his addons (that were added to basekit) were nerfed doesn't mean that Vecna was nerfed in fact he's a lot stronger than before cuz his Fly is 20 seconds cooldown and he can instantly use it
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@TWiXT said:
Jump off the stage!
The stage is too short to trigger it
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@Elan said:
Ez buffs:
→ When he has undetectable, his footsteps are muffled (I would do that to any killer)
→ His undetectable lasts 40s up from 30s
→ His axe velocity is increased to be more of hitscan from close
→ Axe takes twice as long to be removed by either option
→ When the axe is attached, he gets 10 % haste
→ 115 % at all time, 105 % when aiming axe
→ Door battery depletes way faster
→ There will be icon on the HUD whenever someone is using door (like in Void event), making the doors more of risky to use
Genuinely what the hell are these suggestions he's already a great zoner
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943596#Comment_3943596
yeah so??? if you chase the original person they get hast aswel sure the killer benefits from it but remember its both a purple and a killer addon not a survivor addon…
Okay so there's also this thing called balance and just because it's an addon for a killer power doesn't stop it from being overtuned
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943592#Comment_3943592
the haste change to foxys hook was fine the duration isnt now you basically cannot use it on longer loops… also the "chase" someone else during celeb poster is a straight up lie as the person who got axed can either run 32m away from them remove the axe manually or just do both at the same time. oh wait thats too much thinking nvm
Except you could also chase the person with the axe and haste benefits killers more so it cut down chases incredibly fast
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943446#Comment_3943446
Still sucks when even mid add-ons get destroyed for no reason though
Celebration Poster and Foxy Hook were not mid Foxy Hook was half of Clown's power in an addon
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@Coffeecrashing said:
This perk is super bugged right now. It also doesn’t show killers the golden stripe (hook counter) when the perk is activated.
I’m not sure why the perk is bugged, but it’s currently bugged in ways that are frustrating for both sides of the game.
If you use multiple Shoulder the Burdens in a match it will completely screw the hook UI like me and a SWF all used it and we ended up having what looked like 8 STB hook states
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@Hexbadboy23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942792#Comment_3942792
If BHVR so much play their own game then why did Chucky get nerfed to the ground??. I’m sure if I asked chatgbt to rework Chucky the right way that he should be I’m sure chatgbt would rework him correctly better than what BHVR could do
Chucky didn't get nerfed to the ground he got balanced after releasing overtuned
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@Retro_Pybro said:
I've been doing tomes to pass beyond the bloodpoint limit or so I thought, but my last two challenges have not given me any. I'm confused because I was not having this issue before and I made sure it was not the quest system I was confusing the tomes with. I did not clip me getting bloodpoints for the tomes when I was getting bp beyond the limit and I'm afraid to do any more tomes. I had seen posts from the community that tomes give bp past the limit so I'm very confused.
https://us.v-cdn.net/6030815/uploads/PBBQ73MWPR62/image.png
https://us.v-cdn.net/6030815/uploads/ZOE5NUY0H454/image.png
Tomes before Tome 20 seem to not reward past the cap while tomes 20, 21 and 22 seem to reward past the cap for some reason
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@UndeddJester said:
Just wanna point out... that this issue happens to benefit Pig, as it pushes her boxes further apart and makes the time to reach them longer for survivors...
So if this gets changed... that's technically a Pig nerf ;🐽;
It's more of a tradeoff. Yes they'll spawn closer together but they will also spawn closer to objectives making your patrol of gens and boxes basically the same
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@Mandy said:
Hello!
Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!
Thank you so much for this, now maps like Grim Pantry will hopefully be more playable for killers like Onryo, Xenomorph and Animatronic when they play on them
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It's weak cuz it's on a timer, is linked to the terror radius and survivors are told that it is in play so they can play around it by leaving the loop or even slow vaulting the pallet
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935638#Comment_3935638
how so? all i see it do is take the chases up a notch
The 20% increase speed is a greater boost on the killer side as not only does he get more of a speed increase but it increases his lunge by 20%. That does not need to be basekit
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@XDgamer018 said:
I would make 3 addons basekit to him to make his chases more "unqiue"
no1: Foxy's hook
no2: loot bag
no3: celebrate poster
all of these addons could work perfectly basekit. To me there is no reason why loot bag is purple of all rarities when killers like kaneki and houndmaster have it basekitCelebration Poster extremely trivialises chases to the point that I would not be surprised it gets nerfed or changed as 20% haste is more of a benefit for killers than survs. It should never be basekit
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@Jtflorencio said:
https://forums.bhvr.com/dead-by-daylight/discussion/445832/ghostface-buffs-workshop
https://us.v-cdn.net/6030815/uploads/FERDYBLNQZN7/image.png
https://us.v-cdn.net/6030815/uploads/LJ89I7L1PQIX/image.png
https://us.v-cdn.net/6030815/uploads/TTC1DSBUTO9J/image.png
https://us.v-cdn.net/6030815/uploads/I8WFCCIN5BZ8/image.png
Put these 4 addons as BASE / SEMI-BASE
No killer should have gen regression in their base power
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@Khastrx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911621#Comment_3911621
It wouldn't stack. The strongest effect would take priority over any others, and they'll update the UI so you can see the speed percentage change in real time.
Coffee grounds isn't a separate haste effect it increases the 10% haste from the default to 15%
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Vittorio already has a Gothic Tales outfit in the store
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@MrMori said:
If the PTB goes through, Corrective Action will soon work on your own skillchecks. That means if you hit a few great skillchecks, you can "store" up to 5 greats for later.
If you bring Stake Out, Hyperfocus and Corrective Action, you can guarantee up to 9 Great skillchecks, realistically even more if you are able to hit a few greats as you go. It'll probably get nerfed, but I for sure wanna test it out.
Even if Corrective Action changes don't go through, if you get really good at Hyperfocus+Stake Out, you can absolutely shred gens, but you gotta not miss. Don't even need a toolbox if you can hit your greats.
That's not what is changing about the perk. All that's happening is that it's becoming great skillchecks when they miss and being a range around you rather than being explicitly the same action.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792615#Comment_3792615
not true, skull merchant was able to use the perk with incap. eruption got over-nerfed.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792617#Comment_3792617
the effect is pointless. they would need rework the perk if it was an aura perk. Like if you kick a gen, survivors within 8 meters of the gen have their aura revealed but that could new perk.
Except the perk got changed to its current form in 6.6.0. Which is when Skull Merchant released. Other problematic perks with Skull Merchant such as Call of Brine and Overcharge were nerfed the next patch in 6.7.0
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792320#Comment_3792320
again because incap is suppose make up for regression event being burned.
Eruption hasn't had the incap status effect since Skull Merchant release
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@xltechno said:
It can be healed in almost the same amount of time as it would take to be healed by someone else, so it is a fairly usable perk. However, I would still prefer Self Care Botany.
For all underground perks, it is important to complete the surrounding gens so that the killer does not approach, so this will be a bottleneck.
I think the time spent self caring with self care botany would be more time than running to the basement and self caring with strength in shadows and botany
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@concubined said:
The cherry picking is insaneeee. Survivors get a gen progression/speed perk every update while killer’s last regression perk was call of brine. Anti face camping was implemented, basekit bt implemented, hud icons implemented, you wanna talk fun perks? Plot twist, background player, buckle up + for the people ect… the list can go on but I just got back after not playing half a year and I already know they got as much so I really don’t wanna hear it
We literally just got a gen regression perk 2 days ago
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@TheArbiter said:
But he got buffed overall, he was at 3 knives per second before the PTB so technically he didn't even "change" in that regard
- 4.6m/s base speed
- 8 knives to get main event
- No more knife recoil
The quicker laceration decay is cancelled out by being able to use main event pretty much in every chase
Overall he is way better than before and he stomps pubs
He was 3 knives a second WITH ramping fire rate that after 8 blades he was 4 knives a second. He also had faster main event that has somehow been reduced in fire rate by 25% due to the decrease from the PTB somehow.
The 4.6m/s means nothing for a killer who is mostly in a power state that slows him down to slower than survivors and the 8 knives to get main event means nothing atm since Main Event is so slow its basically like normally throwing knives before this update.
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@Halloulle said:
...something's changed at some point with the perk, right?
I used it a lot a longer while back but when sometime last year the crows were bugged I kinda dropped it. I played with it again yesterday and it seemed incredibly unreliable to the point where it actually seemed bugged/like it's not always properly working.
It has a cooldown, I'm aware of that. It has a range, I'm aware of that too. And survs can crouch to avoid making crows fly away, I'm aware of that too. Also that you yourself scare crows as well, which obviously don't give you a notification.
Now, all that being said, it seems to me rather impossible to track a survivors blood and occasional scratchmarks across the whole toba-landing-map, occasionally seeing the head of the surv peeking out from behind a rock or vanishing around a corner without getting a single noise notification.
Ocasionally I would even see the last bit of a crow flying away, though granted I don't know if the game counted that as having line of sight (even though you can't actually see the survivors through the shrubs).
My best guess is that it's indeed related to line of sight and the game often thinks you have LOS (hence not giving you the notification and visual indication) .... when in reality you don't. I think it does happen somewhat more often on Toba, Garden and the reworked Woods maps --- but that might be confirmation bias.
Anyone else noticed Spies being odd? I know how useful and reliable it used to be, so I'm honestly kinda sad.
Calm Spirit has been used alot recently due to Ultimate Weapon, which completely prevents crows from flying away unless you literally run on top of them.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568613#Comment_3568613
Development and Publishing are 2 different things.
Yeah and the developers tend to own the intellectual property of the game, which includes characters from said game.
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@OrangeBear said:
I'm not sure if BHVR owns the rights to naughty bear because the original game was published by 505 games
Naughty Bear was made by a company called Artificial Mind and Movement. Look up their current name.
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Nightfall is meant to be scary, but all it is is an accessibility nightmare.
I have short sightedness and astigmatisms and the darkness literally makes it impossible to distinguish between things in the environment whatsoever.
Also the audio that plays during Nightfall is just overwhelming. It's not even scary its just the constant moaning that gets louder as nightfall progresses just makes me feel drained. And with the addition of Dredge's loud passive audio from his body it just becomes too much.
Just because something is meant to hinder you, it shouldnt make it almost impossible for people with sight problems/ auditory problems to play against
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I think his base design in general, requiring the hunching stature, the giant backwards legs and all the flesh lumps really ruined his chances of getting many skins. His rift skin looked almost identical to his base skin and the requirements to keep Singularity as Singularity just restrict way too much on his design
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@BubbaDredge said:
The chance of SWFs not finding a way to abuse this is 0%, that will happen as sure as anything.
But it'll be fine. If they figure out a way to manipulate it so hooks stop being effective, bleed 'em out. If they keep jumping off because their team knows how to keep you within the zone, just keep putting them back or bleed everyone.
You have to use the tools at your disposal for whatever they throw at you.
The only way anyone could "abuse" this is through the killer actively facecamping, which is entirely up to the killer
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@UndeddJester said:
- Tail miss slowdown not applying should hopefully get fixed.
- Disabled/Spent turrets not breaking on first attack should also get fixed.
I've been finding turrets do better if you basically place them roughly opposite the station, so the gen is in between, and preferably off to the side of where you intend to run behind a LOS blocker. That way the Xeno has to look away from you in order to deal with it, or get knocked out of its power.
This is ofc not always possible, especially in a lot of indoor maps, so I'd expect:
- Some kind of change to help with turret placement in general.
- I also keep getting this annoying cancel when I finish placing the turret if I hold the sprint button (which I usually am to walk faster)... which I hope is fixed, but not likely cause I've not seen anyone else mention it.
Other than that I wouldn't expect/ask for any other changes to Xeno.
I'm pretty sure disabled turrets post coming out of a tunnel are meant to be immune
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Dead Dawg Saloon, one of the smallest maps in the game, is 136 square tiles.
Nostromo is 120 square tiles
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532714#Comment_3532714
Continue to not set up turrets and complain that the killer rolls over your team.
But if you set up turrets you delay the game meaning the killer steamrolls anyway
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500439#Comment_3500439
Well you don't so thank goodness. xD
How do you know that for certain
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500364#Comment_3500364
Like it or hate it. You'll see it eventually.
Not if I have anything to do with it.
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That would be cool if it wasn't for the fact that majority of Sadako players right now are slugging constantly until you just get condemned and die.



