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Darkest_Night

Darkest_Night

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Darkest_Night
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  • @Bloodraven said:

    This nerf is gonna start a movement mark my words, Justice for Judgement!

    Wanna know what will give Streamers (TTV's) plenty of chance to read their chat?
    Being slugged for 4 Minutes, can look away all you like then 🤣

    Not saying I will, but I can see a slew of killer matches getting thrown for the pleasure.

    Honestly, as much as I hate to say it, this is likely what will be the most heard response. Direct consequences in game will upset the most people.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471450/whats-the-point

    It sucks because the parts that were voted were so good it was just when bhvr took the decisions out of our hands and changed them with no chance for feedback what-so-ever. (Ptb to live changes)

    It takes away the agency we wanted. As someone who actually streams, this is a stupid change. If you are reading chat mid chase( which you shouldn't do anyway) you're most likely going to get hit. That's the risk you run

  • @zonkednb said:

    I'm not sure what creative play you are talking about with unlimited kicks, but having 8 per gen is already plenty enough to create a temporary war of attrition, enough to create windows to get hooks during that. I understand you think a limit should come in at 1 gen left, but this basically enforces a late-game 3-gen, where the killer gets 24 regression events across all of them from that point on.

    Concerns over gen damage perks like Surge or Pain Res interacting with that limit actually makes it more of a thought process as to whether you wanna bring them. Sure, Surge is the easiest AoE damage to trigger, but you sacrifice control over how you spend kicks you might need later. Eruption gives you more control, but sets you up to trigger two regression events and you must take time to set it up. Pop gives you direct control over where you want that extra regression to go, but requires you go back to the gen after a hook. etc. Having a limit makes for more thoughtful play and forces the killer to be aggressive, which is better.

    A 5th perk slot is a direct and massive buff to killers, allowing for even more stacked builds. I know we like to act like killers are all toddlers brandishing pool noodles from time to time, but this is a very big swing to take. A huge buff overall to fix what problem exactly? If the meta you're talking about is slowdown, then a 5th perk slot will not remove it, it'll simply allow it to remain while letting players choose if they want slowdown on top of slowdown, or want to add a cheeky bonus to their slowdown-centric build. If you're giving Trapper a 5th perk slot you're giving Blight, Ghoul. Nurse and Jason a 5th perk slot.

    I'm all for something to shake stuff up but dispropotionately buffing half of an asymm then sitting back and waiting for the data to roll in is not how a live-service game should be tweaked. It feels more like your personal wishlist than anyhing carefully considered for balance. Think about a decent Jason also running PR/DMS/Ruin/Thrill/Penti who also gets unlimited kicks until the late game. You'll have finished your own personal first 8 minutes of Up before you get down to the last generator.

    Once they go back to unlimited kicks, they can then start to more freely buff both sides. Same with the 5th perk slot. Once Slowdown isn't a necessity to about 75% of the builds that are most commonly used, everything can start to balance out a bit better. At least, that's my hope

  • @100PercentBPMain said:

    nothing crazys changed honestly. it's been a quiet year as last year was the content drought where it was mostly just Krasue, new year had stranger things (fun, powerful killer but nobody plays him because hold w) then we got Trickster 2 and here we are.

    Ghoul got a significant nerf removing his damage hitbox on vaulting pallets. small change but it changed how oppressive he was quite significantly. idk how long you were gone, but his ability to kidnap is also gone. now he's just straight up pure mobility.

    dbd is best played in spurts, so it's all a personal journey. but right now overall is fine

    Ability to kidnap? I'm not sure if I'm familiar with it. As for his damage hitbox being removed from pallets, that was always janky and while removing it might've upset some people, it was better in the long run, as I'll bet it was to increase his fluidity with movement

  • @Rokku_Rorru said:

    No, unless there is something you really wanna earn in the current pass I'd stay away lol

    I'm personally playing a lot less atm waiting for the anniversary.

    Dang it's that bad? What all got nerfed and buffed to make this a thing, if you don't mind my asking?

  • @CrossTheSholf said:

    I don't like the clown and knight changes. They feel really bad and frustrating. Clown didn't need to be nerfed at all

    Agreed. They took away his ability to effectively chase and zone out with the one good part of his kit and then buffed the side that benefits everyone. Not really a good change in any way but we'll see where it goes

  • Absolutely not. Vader wouldn't fit at all and everyone would just be super bent that he's not powerful enough or that his force ability was crap. It's not worth that aggravation and gamble

  • Best way to learn him is to jump into customs with bots. This gives you a chance to experiment without too much pressure and will help learn his power. The best constant you'll find for his power, is aim to the middle . I know, sounds super stupid, but legit aim for the middle of a survivors back and you'll have better luck.

  • @Mooks said:

    Lobby times for Killer and the Game Not being Hide-and-Seek anymore are two completely different topics though?

    The majority of the community (both Killer and survivor side) don’t want hide-and-seek to be part of this game…

    And lobby times are as bad because people really like the idea to play killer in a team/duo - next 2v8 iteration wil hopefully introduce working features to reduce Lobby times without making the matches more frustrating for killers

    Oh no it's both sides of the game at this point. 30 minutes regular too

  • hope not. Because then they have to rework everything that used to regress and that's never a good thing.... Their reworks have not proven to be very ....good

  • @ManOMaker said:

    COUNTERPOINT: I was happy with this event*!!

    *only because of the bp gains its been nice prestiging killers more

    I honestly really wish the bp gains could stay longer, I understand most want to wait until bulk bp spending is here but it'd still be really nice to stock up for the players who don't have everything on everyone yet.

    Ok a FEW people are content with the event

  • @Jadelysta said:

    Why are you purposely making this to start a flame war? grow up.

    Oh that's right sarcasm doesn't translate well into text

  • @danielmaster87 said:

    The Pentimento and Houndmaster changes were really out of nowhere. Pentimento being worse basically kills the perk, and any builds associated with it like the Plaything one. Now survivors can cleanse hexes with basically no fear. Houndmaster's dog vaulted fast, because if it did it slower, it would be like baiting Wesker's power at a window, where the survivor has control. If it was faster, the killer gets them with the dog basically every time, but now that it's gonna be slower, a survivor can bait window and force the Houndmaster to miss with their dog, because if Houndmaster waits to react, the survivor makes the window. And who was complaining about any of this?

    I don't know what the plan is. BHVR treats players as an inexhaustible resource. "Who cares if our dedicated veterans have had enough and leave? Tokyo Ghoul! More players! FNAF! More players!" They're hoping it'll just go on forever, recouping their losses with new players. But at some point the game is gonna get the same reputation as CSGO or League Of Legends or Overwatch, and then it will die. Either it'll be considered a sweaty game with an overly toxic community, or just a trash game. Already, if you ask us what's the most toxic game community, it's DBD, or DBD is in the top 3. Now, I was gonna go on a huge tangent about toxicity in the game, but it always became too "us vs them," so I relent this time. Basically, the toxic survivors (not saying all survivors) think they're validated in being toxic to killers by default, because the nerfs against certain strategies like gen defence or slugging coincided with their belief that anyone using those strategies were being 'toxic,' and couldn't possibly be doing it just to win. The killers respond by being toxic to survivors by default, and the cycle goes on.

    A simple matchmaking fix would improve the solo survivor satisfaction by leaps and bounds. It'd be like, "Whaaat? Teammates who actually do the objective? Amazing!" Or for the casuals: "Whaaat? A team of learners going against a killer who's also learning? No way!" And, in my opinion, the game's survivor sidedness, because of the base math of the game, would start the be revealed, so killers would start getting buffed finally. Survivors would be happy, killers would be happy, and then we could finally have a discussion on the disparity between solo and SWF.

    But apparently the devs don't want that. They'd rather have players believe that they're each other's worst enemy, rather than the matchmaking that guarantees them a bad and inconsistent experience no matter what role they play. Survivor needs a matchmaking fix to be fun. Killer needs a balance fix to be fun. Let's get it over with already.

    THIS. This is the exact point

  • @SoGo said:

    Nothing works on Blood Gens.

    No perk, add-on, power or item. Both killers and survivors cannot use gen related stuff to get the upper hand.

    Prove thyself adds speed to the blood gen. Tested it and it adds if others do it with you

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441217/hexes-and-boons-need-a-rework

    boons should work like hexes if they're snuffed out once it's gone or let killers relight hex totems

    I am 100% in agreement with this idea. Though if hexes get that it'll probably be once. I love your train of thought

  • @RedPoncho12 said:

    I think insta hooking is a bit much and the insta heals survivors get on occasion is a bit annoying (even as I’ve only played mostly survivor with my buddy throughout the event).

    I’ve had a lot bad mates and people giving up start of the game for various reasons. Perhaps next year they’ll make the event change your perk load out every 60 seconds or something instead of having random (almost) game breaking mechanics come into play

    As awesome as that would be, I think that'd end up breaking the engine. It wouldn't be able to handle all the perks switches at once

  • @TragicSolitude said:

    Right now my gripe is that the killer queue is long, I have to do the killer event Tome challenges on Switch, I hate playing killer on Switch, the performance issues absolutely screw me out of getting these done, it's absolute bullshit that survivors need to hit me with a pallet and I need to be able to fight the input lag and borked fps to activate the Invitation at the right time, and I just hate BHVR for releasing this game on Switch and promising cross-progression which years later we still don't have.

    I hate killer-specific event Tome challenges. I hate them. And I can't make survivors throw down pallets, they rush through gens and open the exit gates and then they're asking for a couple minutes of farming and that's way too late, the exit gates are open the Invitations are deactivated, why did you avoid me all match despite me swinging at pallets? Screw off, all of you.

    Yeah, I'm very frustrated at the moment. I can deal with the short matches where I get tunneled out when I play survivor, it's stupid but that's fine. This killer ######### on Switch is not fine.

    Agreed the current killer queue time is ridiculous.

  • Killer has received 150% day one and then it's been 50% since. This event is unfortunately not fun as everyone has their gripes and complaints mainly that people are playing normally. But that's the game and no ones happy

  • @darkshadows8326 said:

    Huntress is overperforming with 7 hatchets, revert back to 5.

    I feel like this is a reference to never running out of hatchets. However, a good huntress has also never run out of hatchets mid chase and picks their shots

  • @Blueberry said:

    The box should have significantly reduced aura radius to survivors. They should have to actually look for it a little, not see it cross map. Cenobite shouldn’t break chains when walking through them, it can make chases quite awkward. Scaling chain break speed based on Cenobite distance from survivor so that it takes longer to break them the further he is away when landing a chain hit (targeted chain hits, not the passive ones). This rewards skilled plays more. Cenobite is a killer that feels very unrewarding when so many landed chain hits don’t actually lead to a hit.

    I honestly think the Cenobite should be able to see his box as well and it should have a little less cool down once the hunt has ended.

  • @Yharwick said:

    It's previously been stated the reason Nemmy didn't get more zombies is because the engine couldn't handle it. With the move to unreal 5 and 2v8 coming in the future is more zombies now a possibility? If it is how many do you think would be reasonable? 3? 4? I think 5 or more is where it would be a little busted but fun for a modifier.

    He absolutely needs it. I think 4 would be perfect, though that also means they'd tweak the add ons so he can't get his level 3 stupid quick

  • Lightborn. Works on Flashbang, Blast Mine, and Flashlights. You can fake being blinded at pallets to get the drop on people

  • @menacing_goose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674533#Comment_3674533

    Wonder if you’d think the same for regression perks and make it so the game is more chase oriented 🤷‍♂️

    It already is chase oriented

  • @menacing_goose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673300#Comment_3673300

    And adren is already being tweaked so that argument doesn’t really help you now does it there are 4 survivors per match and almost every survivor runs at least one exhaustion you want them to butcher all exhaustions as a whole to lower the pick rates?

    Honestly it'd be nice to butcher exhaustion perks so people swap up their builds

  • This map has a tone of dead zones as a trial progresses. Q few more hooks would help that greatly

  • @SMitchell8 said:

    As much as Id like post game chat to praise a good killer and tell survivors that are teabagging in the gates to grow up and leave, but most people would abuse it by being bitter, nasty and abusive. 8 out of 10 msgs I receive on PS5 are survivors having a pop at me despite never camping or trying to not tunnel, even when they escape 🤦‍♂️

    Right. I just enjoy the salt cause it makes me giggle

  • @CorvusCorax86 said:

    How would you do the endgame chat on console with a controller?

    Cross platform chat box like overwatch does

  • Best 2ay to handle it is to run mad grit

  • @HectorBrando said:

    So you found 16 subtle cheaters in a row? Im sorry but thats hard to believe, the game has a problem with cheating but not to such extent.

    Who said it was 16? I found one in every match. One person, boosting the entirely of their team with the hack is what I found.

  • @jesterkind said:

    Shattered Hope and Ruin are both terrible picks for basekit perks, though. Not being able to kick generators until someone dies is a gigantic downgrade, and Shattered Hope is only arguably acceptable as a perk because you have to give up a perk slot to use it, there's a very good reason it isn't basekit.

    More than just picking apart those two suggestions, though, I want to highlight that there aren't really any killer perks that you could make basekit as an equivalent. Borrowed Time was made basekit because the game was severely lacking any anti-tunnel tools that weren't tied to perks, and Unbreakable is being considered to combat slugging- what would the equivalent of that be for killers? No single killer perk neatly covers for a basekit problem that killers face, the problems that the killer side faces tends to be unbalanced perks/builds or general map design.

    Perhaps basekit Deer Stalker? Able to see the aura of downed survivors within 12 meters?

  • @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242544#Comment_3242544

    Huntress can throw hatchets at 40 m/s. If she could throw victor, wonder how fast that would be

    OK, I know this is bad, but I would LOVE for Victor to be thrown like a football at survivors. This would make him infinitely more useful and fun

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242299#Comment_3242299

    I was refering more to people tbagging at the Exit Gates and Killer hitting them until they get out, sometimes people stay there until they get downed and crawl during weapon swing CD. With this change if the last person (or the entire team) goes down everyone dies instead of crawling 0'5 seconds into an escape, that may deter some people from clowning around too much there.

    I highly doubt it will prevent clowning. Even with the endgame collapse everyone will stay wait until the last second possible to leave. That has always been an unfortunate staple and this will not change that

  • I'm mainly curious on the thoughts of what could happen. Either way, I'm interested in how it will disrupt the current metas and builds. But there's always a price for obtaining something that'll shatter the way people play.

  • I think they do. Or at least, it counts as Downing survivors. I completed an archive challenge due to double dc

  • I'm sure something will be done about it when they punish survivors for griefing the killer repeatedly.

  • @Colton147147 said:

    Killers disconnect much more than survivors.

    No they do not. Survivors are the ones that DC the most, as they seem to have the most issues with how a game is going. I had all 4 DC after they got downed by mad grit and not allowing a hook to just occur. The entitle ment gets old after a while

  • @jesterkind said:

    Trapper got some pretty respectable buffs relatively recently, so I imagine he's not on the radar for buffs for a little while. Still, it'd be nice to see some more love, he's still suffering in a few ways.

    Personally, I'd love to see his traps spawn closer to the centre of the map so he doesn't have to go extremely out of his way to actually have access to all of his power.

    His add ons got buffed. Not very well, but

  • Yea indeed there is one friend! Head on over to reddit for the most comprehensive version thus far. It's being tweaked everyday

  • Nerf her vase blink range and upgrade her base movement speed. Thats about all she needs

  • @CluelessWanderer said:

    LOL no.

    Play Solo Q for 10 matches or so.

    I rarely see toxic survivors in Solo Q. I see potatoes, stupid plays, unsafe unhooks, sandbagging, self-caring in a corner.

    I rarely see a Solo Q team bullying a Killer at 4-5 gens just because.

    Killers tunnel out at 4-5 gens because they know if they remove one survivor early on it will be a steamroll GG EZ. They also know it's a cheap, scummy tactic that ends with a player getting like, 4k Blood points or ends in a D/C but choose to do it anyways because 4K'ing is more important than sportsmanship.

    I've been tunneled simply because the Killer mistakenly dedicated too much time chasing me for 3-4 gens and it made him/her mad. Usually this leads to me being face camped and hit on the hook. Then they will leave every other survivor to kill me.

    To be fair, playing Killer (I don't much anymore) I have run into very toxic SWF's with the clicky clicky flashlights, constant blinds etc. They are a small, but memorable portion of the playerbase.

    I play solo q survivor pretty much all the time.

    Like I've stated, in my experience someone's getting tunneled for the most part because they've been toxic. Or do something extremely stupid.

  • @Karth said:

    Why do you guys all of a sudden started (proxy)camping and tunneling so much more during the latest patch? Is it strategy? Is it easy? Is it fun?

    I just try to understand why, I never tunnel when I'm playing killer and I cannot complain at my killrates at all.

    EDIT: cept for those annoying clicky clickys that just ask for it to get tunneled out of the game

    In my case, I'm actively searching for the other 2 survivors as I run by the survivor I put on the hook that is Smack dab in the middle of my 3 gen trap. Proxying doesn't usually happen on purpose. I just end up hooking the sucker in the middle of my my trap and still have a decent LOS as I'm checking my gens.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146261#Comment_3146261

    Agreed but in that case we should probably make her a 4.4-4.6 m/s killer.

    Also she should probably make a screech sound after every teleport.

    Though this might seriously hinder her ability to traverse the map, so what if we also gave her a secondary ''teleport'' skill where she can mark an area as ''exit'' or ''entry'' points and whenever she is in those marked positions she can teleport to other marked positions in map, no range limitation.

    She already does screech after every teleport though. That's part of why people know it's her Right away and DC because they haven't figured out how to really play against her.

  • Yup you're Not the only one. Managed to play a single match this morning before the the game kept crashing then giving an initialization error.

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088287#Comment_3088287

    You feel better getting that out? Good. Now let’s try to think practically about what the game needs instead of throwing around unhelpful superiority nonsense.

    The comment isn't wrong though. Many survivors are quitting on first hook for no other reason than being salty they got outplayed. It's kinda ridiculous, but funny

  • @Biscuits said:

    Nothing changed for SWFs, if you think they aren't still bullying killers you aren't playing against SWFs. The only thing that is changing is you are having fewer soloQ lobby's to que into. If you think this patch hurt SWFs even in the slightest you are delusional.

    Like I said. It's HARDER to bully killers

  • @CyberRoninX said:

    This is one salty killer post for sure. If you were decent at killer before the update you weren't getting bullied that much. It must suck to suck I suppose.

    I've always been decent. 3k on average. But I've notic3d more Rage quits against my general playstyle. bully SWFS are just annoying an no2 most are pisse drhey can't attempt to bully baby killers

  • @Mekochi said:

    Do you hear yourself, there are survivors who didn't bully the killer and were an active team player, within the game. They aren't complaining because of that, but for the reasoning that solo queue is hell currently. SWFs aren't affected as much, it's solo queue that's having a terrible time.

    What is with some people on this forum grouping an entire side together, what kind of BS? But sure, it's cuz survivors job before the update was to bully inexperienced killers.

    Like holy, you play survivor with the current changes and see how it goes. Some changes on killer were a bit overly buffed, and now survivors have little counter to tunneling except BT that disappears after 5 seconds and DS that gives you barely anytime to reach a loop.

    I have been playing survivor with the current changes. And honestly? I've had more fun with it than the previous six months. I like learning how to adapt, how to alter what I can do to get even better. Haven't been camped or tunneled yet, but I'm also getting better at cutting chases short with diffrent tactics. I've seen Thana ONCE. Eruption is fsr more common on the ranged killers, (as it should be. Because it provided them with extra utility) Not much has really changed on the survivor side for me, except, im having more fun.

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