DrKetchup
DrKetchup
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As a Chucky main, I gotta say, the slower running animation feels REALLY bad. Running on glue would be an accurate representation.
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Here is a question:
When does a bug stop being a bug and instead a short-term profit opportunity? You might not fathom it, but some people would buy a skin to have some unfair advantage, even if for a short while. I wonder, if it is this impactful, why isn't the killer/survivor associated with that skin Kill-Switched? -
If an addon doesn't see play that doesn't mean it isn't good. For those that don't understand how broken her 110% addon is.
- You have one of the best map traversals in the game.
- You can now Loop like any other killer, but you can blink through any wall.
- Pallets become unplayable against you.
And the list goes on. This is the most broken addon dbd has ever seen in the past few years, we are blessed that it's power isn't well known.
TLDR: You don't want her to be 110%, period.
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@Chaogod said:
Skill issue
I smell a Nurse main in our midst.
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@Crowman said:
No.
There's a good reason no one runs the iri addon that makes blink a 110 killer with 1 blink.
You do know that's the most broken addon in DBD right? Even worse than Compound 33. It removes even the little counterplay she did have. If you want her to be a 4.4 (110%) killer then you have to completely rework her power.
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Devs have the option to "opt out" of nVidia services and also they can detect if you are using reShade and make it so the game doesn't start if you have it enabled.
I want them to add a few filter presets to the game for everyone to use.
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Here is a very easy solution, subtract 1 perk level for each SWF in your team.
SoloQ : Nothing changes (purple perks)
2 SWF : Only tier 2 perks available (green perks)
3 SWF : Only tier 1 perks available (yellow perks)
4 SWF : Perkless
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You know, every killer power and every loop length in the game is calculated based on the survivor speed of 4.0m/s
Surely nothing will go wrong if we change that variable, right? Right?? 🤣
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Destroying a Hex should diminish the effect instead of completely removing it.
For example "destroyed Ruin: gens regress at 50%" speed. You would still have the auto-regression, but at an extremely slow rate and you will be unable to use gen kick perks.
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On the second 30 of the lobby timer, an SWF indicator should appear above the corresponding survivors, leaving the lobby at that point would incur a DC penalty.
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I'd like this. Alranican will have 10-minute queue times on Wesker tho 🤣
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@CarbonaraCharlie said:
Hi BHVR,
I don’t think it should be nerfed to the ground, but I think distortion needs a slight nerf. I run a lot of aura reading perks as a killer and although I think it is fine for them to not work a lot of the time, 100% of the time is a bit overkill.
Here is what I would do to change it:
- Tokens don’t build up during chase anymore. Make it like stakeout where you have to be hiding within the killer’s terror radius to build tokens. (Either this or make it so it only builds stacks during chase so survivors can’t hide for the entire game)
Edit: I removed the second change because I decided the first one would suffice.
In its current state, tokens regenerate when you are playing survivor regularly. For a perk which counters all Aura perks, it shouldn’t be up for the entire game without actual effort on the survivor’s part.
Lethal Pursuer Nurse. Address that, by maybe making Nurse unable to use aura perks, and yes, Distortion can be nerfed safely.
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@biggybiggybiggens said:
I'd love to see the developers TRY to stop me from using filters. They can't do it. It's an impossible task. I'll bet they wish they could though.
It's very easy, they send a request to nVidia to get them off the list and reShade is detectable, other games crash to desktop when they detect reShade. So it's not a matter of "can they", it's a matter of time until they find out how these settings are being abused. Hopefully, they will also add in-game filters before they ban the current ones.
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I don't see the possible benefits of bans over 1 hour. They should indeed cap it.
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When 2 survivors are left, the one with most points should be given an instant free escape and the other should be instantly sacrificed.
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Slugging for 4th is the most annoying thing. They should make it so one of them get an automatic escape and the other gets sacrificed. Not only will that hurry up the game, but it will also be win streak safe, as most win streaks regard 3k as a win.
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Perma break is horrible. On maps like GoJ or Swamp, 1 - 2 hooks broken leave a whole half of the map barren.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/387325/soloq-is-unplayable
The problem is not in the game but in your TM (and probably in you since you fall on 5 generators)
no matter how you strengthen the survivors, if no one repairs the generators, you will not win
"and probably in you"
How is it my fault that my team doesn't do gens? And in that Bubba game it was a teammate that got hooked, I saw he was camping so I went straight to doing gens. I do have games where I go "down at 5 gens" because my team doesn't do anything while I get chased for 2-3 minutes, but I don't see how that would be my fault.
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@DaddyMyers_Mori said:
Sounds like skill issue (doesn't have to be yours) and match making.
Making MMR work simply based on escape was super lazy and bad approach.
If you get to elo hell in DBD, you will not get out unless you are really good at looping (run killer for 5 gens).
I think ranks did better job than this. It was simple and separated players by playtime (recent).
DBD is not a game for MMR system, yet alone bad MMR system.
The whole point is that killers won't chase me, I went private profile, playing on a low-prestige survivor. If I get the opportunity to loop I'll keep him in chase for 5 gens. But they always leave and down a teammate in under 10 seconds.
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I often check the hours of the players I have in the match. The killer has usually 2000-3000 h, while my teammates range from 400h to 1500h. Does the game think this is balanced just because I have 5000h ???
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@rha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505530#Comment_3505530
See "Team Based Ratings". Article says it was introduced with 6.4.0:
https://forums.bhvr.com/dead-by-daylight/discussion/353291/news-upcoming-matchmaking-improvements
Thank you so much for taking the time to find and share the link <3
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@GroßusSchmiedus said:
First, pips and grades have no meaning in matchmaking anymore, but that used to be the case.
It used to be MUCH worse, when DBD was first released, ranking was decided by bloodpoints, then survivors on Twitter cried all day with no breaks that its unfair that Killers can rank up without killing anyone, completely ignoring the hypocrisy that survivors could rank up without escaping. Then BHVR caved in to the people who use Tik-Tok but with letters and switched to a system that relied only on kills, so the game became a massive insufferable sweatfest.
Be glad that so many different things are now considered like you said other than just kills and escapes. The alternative is so much worse.
The moral of the story is to never listen to anyone who unironically uses Twitter for anything other than trolling.
As far as I know, only Escapes through the exit gate and Kills count towards winning (aka MMR increase). Am I missing something here?
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@GroßusSchmiedus said:
First, pips and grades have no meaning in matchmaking anymore, but that used to be the case.
It used to be MUCH worse, when DBD was first released, ranking was decided by bloodpoints, then survivors on Twitter cried all day with no breaks that its unfair that Killers can rank up without killing anyone, completely ignoring the hypocrisy that survivors could rank up without escaping. Then BHVR caved in to the people who use Tik-Tok but with letters and switched to a system that relied only on kills, so the game became a massive insufferable sweatfest.
Be glad that so many different things are now considered like you said other than just kills and escapes. The alternative is so much worse.
The moral of the story is to never listen to anyone who unironically uses Twitter for anything other than trolling.
What other things are considered? As far as I know, only escaping through an exit gate or killing counts towards a win (aka MMR increase). Am I missing something?
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@Crowman said:
The mmr scoring was updated to adjust based on team outcome a while back. So this is already the case.
Are you sure? I remember they were only talking about it and that it will be implemented in the future. Maybe I have missed that particular patch. Could you point me in the right direction with the Patch link, if you have the time of course. Thanks anyway!
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Changing the 1 variable the WHOLE game is built around is THE mistake. There should be no perks, items, addons, that change the base speed for a survivor for an indefinite amount of time.
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Hmm, if you look down like Wesker does, does that mean you can't get blinded? That would be amazing!
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Next time they will release it at the same price, without a costume.
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My ears are literally bleeding every time I hook a Meg and I can't even run away from the hook. Haha R.I.P. hearing.
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Bots also dont know how to dodge a 40m+ Huntress hatchet
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Infinite prestige system just like Overwatch has, but all bloodwebs would have to be Level 50, since that's the reason I prestige.
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-Warwick League of Legends
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@HPhoenix said:
Reasons why killers doge lobbies
-P100s
-multiple same items
Otherwise, queue times are less than a minute and you'll get another killer within seconds if someone doge your lobby.
Correction: You get a WAY stronger killer. Statistically speaking a killer confident in their ability to win will decide to stay with the lobby, while the other would dodge.
Solution 1: Lobby dodging will incur DC penalty.
Solution 2: Hide prestige until the end match score screen and hide items until the last 5 seconds of the lobby, where dodging is impossible anyway. Add DC penalty when ALT+F4 during the match loading screen.
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Forget about the "Kill/Escape" win condition. Instead, use your own, for example, I consider a win if 3 of my teammates get out, even if I get camped the whole game. At some point in the past, the devs hinted at making MMR gains based on teammate escapes rather than just personal escapes.
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There are some players that for some reason wait at the exit gate for the full 2 minutes. That should be addressed.
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+3% is already stupid against Ranged killers due to how ######### most of the maps are and how much LoS there is. For example, if you find a round tall rock, you can infinite a huntress on it and she has to go round that stupid rock for 50 seconds in order to get an M1 on you. I really wonder why they added a perk that breaks the most important variable in the game on which EVERYTHING is calculated, from killer powers to loop length. Truly mindblowing.
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@JPLongstreet said:
How could it? When you smack them with Franklins they aren't holding anything. Are you asking for the Entity to reel those items back in like fish and place them in their hands? Just to be immediately dropped?
Think of it this way, whenever an item is on the ground by any means, it loses charges, whether a survivor drops it manually or the killer knocks it out of their hands with Franklins.
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@JdoHybrid428 said:
It's impossible to tell from these images. In general if something is in your "line of sight" you won't see the aura for it, including hooks. That being said, there's always a chance something messed up in your game,etc.
wdym it's "impossible" the hooks are literally marked with red circles 🤣 Look at all that empty space without a hook.
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It's like an Orwellian nightmare. One day he is considered the most fun killer to play against, then the next day he is the most horrible killer and deserves to be removed from the game. It's really scary to see how easily people's perceptions can be influenced by a few content creators. What's next? Huntress?
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How about a compromise? I think Pain Res has the potential to create a tunnel and camp-free meta. Here is my idea:
-Lower the regression from 25% to 15% (or you could make it so its 25% of CURRENT progress)
-Remove the "Scourge" requirement
-When all 4 stacks are used up, they refresh, BUT if at any time you hook a survivor that doesn't have a stack available (aka tunnel) OR you are in 32m proximity of a hooked survivor that goes into struggle state (aka camp), you lose the perk for the rest of the game
As such killers will be incentivized to go for fresh hooks and survivors would get an equal amount of action, we can reward killers for their hard work and at the same time reward survivors with fun chases instead of boring M1 simulator.
I would also like to thank @Mandy for taking the time to make sure our forum rules are being followed.
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The WHOLE GAME is balanced around 100% survivor base speed, from Killer power design, to loop length, from palet and window positioning to distance between loops. There should be NO perks that in any shape or form gives survivors a speed boost for longer than 3-4 seconds!
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Half of M2 killers are also dead, Huntress, Trickster and Deathslinger can't catch an MFT that is looping around tall, round rocks. Technically they can catch up but it will take 30-40 seconds, are you willing to go 'round a rock for 40 seconds? Perk designers have no clue how this game is played.
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Stealth meta for the first 2 minutes, but that's when Lethal Persuer comes into play. It would be a very healthy change.
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How to destroy any video game meta:
- Take a constant variable (100% Survivor Speed) on which the whole game is based around (Loop Length, Exoustion perks, Killer speeds, Killer powers, etc.)
- Change the constant variable (103% Survivor Speed)
- Watch the chaos unfold
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Exactly! MFT brought back the old DH playstyle, play incredibly unsafe and greed everything, which the killer doesn't expect, then just hold W and in case the killer does predict your stupidly risky pathing you are still safe because of 3% so you have enough time to get to a safe spot.
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@camping_site said:
Why? There is an add-on for getting corrupt pool after each finished generator. Survivors are taking considerable risk already by not cleansing, even more so after DH nerf.
What risk? First of all the addon is iridescent, so it's a VERY rare occurrence. And on top of that, there is 0 risk to stay unclean. Even if she gets a hook with the base kit pool, for the rest of the game you can use whatever perks you want against a 115% killer. Shift W, 3% Made for this, if you go down to a base kit M1 killer then you did something terribly wrong.
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If you play Spirit you can clearly notice the lack of footsteps that most maps have and not to mention the lack of breathing sounds some survivors have. A GhostFace-like spider sense would be cool when you pass a survivor which you should normally hear the breathing off.
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Resurgence got your back!
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Buff Nurse, rework Huntress, nerf Pig, and remove Billy.
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@IWasLeft2Die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427917#Comment_3427917
3v1 isn't as fun as 4v1, but having an entire lobby disband immediately and having to queue up again is even less fun.
That is why the higher penalty is there, to prevent those situations, since the second penalty gets to 15min and then 30min for the third, which will lower DCs significantly. If you really want to go the extra step, they could add a priority queue, but I don't know if that's such a good idea from the get-go. Alternatively, there could be a DC-exclusive Queue, where you are forced to play a game with other DCers, before being able to play with everyone else again. Other games have a surrender vote. There are a lot of ideas we can come up with.
The main point is rage quitting is unfair and something needs to be done about it.
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@TonyXSplash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427895#Comment_3427895
No you can’t dodge it.
For solo rescue keep in mind if you already start the unhook animation before his shock animation he can't interrupt you. Doc knows that so he wants to preemptively shock you. So you pretend to go for the unhook and then you back away, his shock pattern looks like a cone, it is thinner near Doc and wider as it goes forward, if he uses range addons the cone becomes even more thin. After you manage to dodge, you go in for a safe rescue. In case you don't manage to dodge, no biggie, you just repeat it until you get the timing.
For duo rescue, you simply wait for your teammate to get shocked and then you run in, if you stay at opposite sides of the hook he cant shock you both.

