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Good_Pancake

Good_Pancake

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Good_Pancake
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  • To me, I don't think you should be able to use turn back the clock when survivors are using the gens. It's just like how you can't kick it when they are on there - you need to kick them out first.

  • good thing slippery meat + luck is an outdated topic now

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466748/fast-track-and-perk-activation-requirements

    Because Fast Track PERMANENTLY speeds up Survivor's Objective by doing NOTHING.

    This is a serious problem because the faster the Gens, the higher the chance you escape. So bring Fast Track = More Escape.

    All those perks you mentioned do not speed up your progress to win the game, that's why they're fine.

    PS: Seriously, I can't imagine anyone with decent hours actually defend Fast Track.

    and Fire up PERMANENTLY speeds up killer action for doing NOTHING

  • @Aven_Fallen said:

    A) is wrong. Each Fire Up Token grants consistent 6% Increase.

    Now it comes to how many Tokens Fire Up has. Fire Up grants 6% increase per Token, Brutal Strength has a fixed 20% increase in Pallet Break Speed. So until you have at max 3 Tokens, Fire Up will be affected by Diminishing Returns, from 4 Tokens onwards, Brutal Strength will be affected.

    So:

    1 Token —> Brutal Strength 20%, Fire Up 3% —> 23% Total

    2 Token —> Brutal Strength 20%, Fire Up 6% —> 26% Total

    3 Token —> Brutal Strength 20%, Fire Up 9% —> 29% Total

    4 Token —> Fire Up 24%, Brutal Strength 10% —> 34% Total

    5 Token —> Fire Up 30%, Brutal Strength 10% —> 40% Total

    thanks, I was wondering since it would make progressive perks much worse if it was the case. Also, does it work on items? Can I still make a super speed sabo toolbox or it is gonna be meh speed?.

  • @tes said:

    Medkits helped me to dodge tunneling so many times, so people sometimes really underestimate their potential. When killers return to the hook , and teammate I rescued already healed, they more likely switching target. Medkits can help with fast rescue from dangerous slugging and snowball, and clutched my endgame so many times I can’t count it.

    Medkits just helps in more cases then toolboxes. Toolboxes are extremely strong with specific build and when at least one other teammate running it as well, but my choice stays for med kits

    So, why did you pick medkits to be deleted?

  • @YaBoiPHAT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453270/fog-vial-thoughts-from-killer-mains

    The only reason I mind them is just that they do too much to be an infinite use item. I don't think a lot of people realize how and why fog vials are effective though.

    Aside from certain maps making the things really bright before the update (particularly with the iri addon), they supress scratches, survivor noise, and auras, and can be used for a "shell game" type maneuver in areas with multiple exits if the killer is a bit behind you, and also makes it much harder to aim with ranged killers. The fog also lingers for a surprisingly long time, and spreads out quite a bit, which can especially suck if multiple survivors throw them down in an area.

    The aura masking in particular can:
    hide hooks
    hide teammates you're healing
    let you safely prerun from a gen in areas with multiple exits to obscure (particularly due to scratch marks and pain grunts being silenced as well)
    and I'm pretty sure you can use it to hide gens
    and all of that, infinite use, on as low as a 55 second cooldown.

    I like the fog vials quite a bit, they spice things up, but I'm definitely of the mindset that they needed to nerf something on it.
    Take off the aura masking and keep it infinite? works for me!
    Keep the aura masking and recharge but lower the radius/duration? works for me!
    Keep the aura masking and everything else but limit the charges? works for me!

    But god damn, pick a lane for the things, or at least move the aura masking to an addon or somethin, otherwise it's just a bit too many effects for one item imo. (which, in fairness, they are picking a lane for them, and seem to be prioritizing it as a utility item instead of a getaway tool).

    I also think people are heavily exaggerating the nerfs that fog vials got, especially since it seems like most people just… didn't understand how to use them. (throw it down before the killer reaches you, make sure there's multiple directions to go, and avoid running in a straight line to the nearest pallet/window, it's too obvious)

    Now that the opacity has been reduced, there is a fixed 2 charges, how has your opinion about them changed?

  • image.png

    This is different time (and bug) where I used Silent Rush, gained speed but the haste symbol showed 0%

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985367#Comment_3985367

    There was a lot of perks that benefited her remember the starstruck meta with her plus her pickerate won't go up just because of this perk besides nurse needs to be reworked anyway

    bruh, that's why I'm asking that question. They changed starstruck/nurse to not work on m2. That's why I'm asking how would you make it fair for most killer rank

  • How could that perk beneficiate the lower tier killer more than the higher tier. A perk like insta hook would hopefully have the ideology of saving time for the lower tier killer. However, agaisn't a nurse, one of her main counter is to go edge-map to waster her time. If that counter is removed from the perk being unbalanced, I can see many more nurses in my lobby. So how would you balance it for that ideology?

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984935#Comment_3984935

    This is absolute nonsense. You think the killer not being able to face camp helps them? Because of the gen changes like ten patches before that system was implemented?

    No, not being able to face camp doesn't help them. What helps them is the complementory buff given for the "inconvinience" of not being able to do that. It's as if I destroyed your house and I gave you $1 billion. You'dd still profit or in the context, gain strength from the change

  • @IWantCandys said:

    I'm actually not sure what I'm hoping to achieve with this post. I probably just want to vent a moment of frustration that's been slowly building up over time. Sometimes talking helps.

    You're probably thinking this is going to be a rant about killers being OP and everything being so terribly unfair, but that's not it. I'm frustrated with myself. I've played the game for almost exactly 1200 hours now, and I just can't get any better at chases. The usual tips like watching good survivor players and YouTube videos don't help; as soon as I'm in a chase, I panic and forget everything I've seen others do. Learning how to run tiles (e.g., from the aforementioned videos) doesn't work either; I can't get it into my head, no matter how hard I try.

    Some people with 50-100 hours last longer in chases than I do. I usually can't even last 15 seconds.At this point, I'm downright ashamed and doubt my own intelligence. Am I stupid? Why can't my brain memorize how to run tiles? Is it because I probably have ADHD? I was diagnosed with it as a child, but I don't know if it goes away in adulthood.

    Actually, I can't be stupid; I passed my medical exam with an A. But as soon as I play DBD, I doubt my own IQ. At this point, I don't even know if I ever want to play the game again. Today I got to the point where I actually disconnected (forgive me) because I was so ashamed that I almost instantly get downed by every killer. It was like that back in 2021 and it is like that today, No improvement.

    I like the game, but I'm not having fun with it anymore because I just can't manage to keep chases going. When I spectate my teammates, I feel even stupider. It seems like every single DBD player can loop better than me.

    Sorry guys for the whining, but I felt like I just had to let it out somewhere. Feel free to ignore me. :)

    To me, it looks like you are WAY to stressed when looping. It happened to me too and I beated that stress by playing music when I played survivor. Try not to make the music too loud though, you want to be able to hear both the game and the music.

  • https://forums.bhvr.com/dead-by-daylight/discussion/454041/what-do-you-all-think-about-the-state-of-solo-q

    I feel better about soloq since Conviction was added. Before the update, a lot of blights/ghoul/nurse would go for slugs only. Ever since the update, Soloq has a chance to counter that playstyle

  • @TheGoone said:

    Hey Devs since we're adding event abilities as Perks (Fragile pallets) Let's add Remote Hooking and Remote Pallet breaking as Perks for Killer now that the Masquerade is never coming back.

    Although since TWD Chapter had em I'm sure the next Chapter Killer has that coming already

    What would be the cost to activate in your opinion (that makes the perk fair)?

  • @MechWarrior3 said:

    https://youtu.be/3SMMRe3rc1U?si=vAekjYk9I_wc3_iv

    https://youtu.be/P-sadlffOmY?si=YvVMZsxbDcM5tpVS

    Not a TV in sight but the 1. 2 out of 3 powers completely shut down.

    I’m left with a terrible stealth ability. She literally knows I am coming. Maybe through the vault window? Probably. It’s my loud directional lullaby. So she just pre runs it. I shouldn’t have to run stealth perks on a stealth killer.

    To me, it doesn't feel like the Claudette knew you were coming until the chase music starts. She bumped in the boxes, that's why the sudden movement happened imo

  • @HeroLives said:

    honestly the time on it just needs to be bumped up a little so that you literally can’t pick yourself up while vaulting a window without bringing additional perks. I would start there. The amount it takes to fill is generous. Just increase how much the bar has to fill a little.

    you can't already though… the situation you are descibing wouldn't take long enough for conviction to possibly activate, same with kicking a pallet and going to the other side. Otz's video used boon : exponential to speed up recovery enough for that

  • @HexBloodBath said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452969/do-you-think-conviction-is-going-to-get-nerfed-otz-video-warning

    it’s definitely gonna get nerfed because the problem is let’s say a survivor gets hit after vaulting a window. And let’s say you are gong against pig and as she vaults to window and tries to put a trap on your head before she could do any of that the survivor uses conviction to recover themselves. The perk is 25 percent recovery speed it needs a nerf at least make the perk 50 percent recovery and put more objective to the perk to activate it

    Whilst I don't think 50% recovery would be the sweet spot for the perk, I definitly understand the need for increasing the recovery activation percentage. At least, getting hit through a window and vaulting shouldn't take enough time to enable that perk. The killer should have, even if it's just 0.5 seconds (dh showed us it's plenty enough) to pick up the survivor without them getting up

  • @Kitamurrra said:

    I won't be able to get the logs since there's too much random included of getting this bug. Playing nurse plus getting to haddonfield plus this exact type of haddonfield plus getting stuck again somehow.

    the logs could still be wanted by the devs

  • @NerfDejaVu said:

    Haven't tried this yet and I can't remember whether it's the case or not.

    Is it possible to get event items like refined serum using ace in the hole during a halloween event?

    yes it is possible now

  • lol Pending for 3 years is crazy

  • @Eon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975110#Comment_3975110

    the problem is that franklins is not for those items, franklin's is to stop the fking medkits, those items are much busted than they simply look.

    I would have ZERO problem if the perk excluded keys, maps and maybe fog vial from losing charges

  • Why can't you AT LEAST TRY when the abbandon match pops up. Like you mean that I can abbandon the match but not try further?

    I also feel like you dhouldn't be able to try ehrn there is only 2 players alive, but when there is 1 player either injured or healthy.

  • Are they supposes to stay in the game? What's enjoyable about that.

    In my experience only 5-10% of kilkers fuve hatch. That aint a high enough chance for me to stay

  • I have to admit that I switched to main killer during Springtrap and Wesker's release.

    CouCouldn't be bothered playing against the sane killer for 20 games in a row

  • Uhhh sloppy, brutal, endu-furry

  • I said no because of keys and maps. I don't want to loose 20% of ny map because it was on tue ground for 0.01 sec. Vial could have a recharge, so if the regression is conplete, you would need to recharge tye vial all the way through

  • @TheGoone said:

    Mod said the bug is under review so probably a hot fix or realistically next patch

    What bug?

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975011#Comment_3975011

    I hope because hound master is such a cool killer but she barely works

    Ye HM is fun to counter. I've had a really good clip agaisnt her

  • The if I'm not using pain res and such perks I'm loosing is kinda dumb to me. Like ofc if you bring weaker perks, you are going to be weaker. Btw you can win with a unique build, you just need to be at the right mmr, not the mmr you are because you are boosted from gen regress. (My most used gen regress has a 20% pick rate, then the next is <1%) and my kill rate is 70%

    Btw pick rate is for me, not the community

  • @englishologist said:

    Not able to enter chase until you melee hit them is atrocious, but also there are missions to play as trapper and huntress and I am unable to lunge at all when performing a basic attack. It stops short. Also, there is a graphical issue at the offering screen where there is a large steel beam-looking png overlayed on the top left of the screen.

    Yo that's my moral support beam!

  • @Wiccamanplays said:

    Basically the above. My matches have been absolutely miserable since the event ended, and the only way to get anywhere at all is to be so tryhard and mean that I stop being able to have fun. My theory is that only the super hardcore players who weren't even in the event queue are still around and everyone else has left: hopefully people come back for the Walking Dead chapter. No queries or solutions, just want to vent.

    Ye I went on vacation. In the bahamas rn

  • @jiogo1 said:

    Although developers said they want to maintain the '' simplicity of Trapper, it is a fact that he is a well -dated power killer and addons to the current state of the game, even though he is the most used by Beginning Player, he is quickly replaced by Huntress or Wraith as players understand the game mechanics better.

    Here I leave suggestions for changes to the base kit and addons of the trapper without escaping much of the simplicity that developers want and still maintain the desire of the community and see it stronger:

    Trapper Base Kit Buffs
    Increased maximum number of carried traps:
    From 2 to 8.

    Increased number of carried traps at the start of the match:
    From 2 to 5.

    Reduced number of traps spawned on the map:
    From 8 to 5.

    Improved trap setup speed:
    Reduced setup time from 2.5 seconds to 2.25 seconds.

    Incorporated Lengthened Jaws effect into base kit:
    Survivors who escape a Bear Trap on their own suffer the Deep Wound status effect.

    Automatic reset of disarmed traps:
    All disarmed Bear Traps automatically reset after 90 seconds.

    The trapper is not affected by his own bear traps (he does not get stuck when stepping on them, and they are disarmed when the trapper steps on them).

    Iridescent Stone Add-on Adjustment

    Proposed Adjustment for Rework: Reduces the automatic reset time of Bear Traps by 45 seconds (from 90 seconds in the base kit to 45 seconds).

    Trapper Gloves Add-on Nerf
    Trapper Gloves:
    Current Change: Increases Bear Trap setup speed by 30% (reducing the time from 2.5 seconds to ~1.92 seconds).

    Proposed Nerf for Rework: Reduce the setup speed bonus to +7% (with the new base time of 2.25 seconds, it reduces to ~2.10 seconds).

    Note: Trapper's Gloves aren't among the most used addons, so since setup speed will decrease with the base kit, there's no need to overpower this addon.

    here we will be missing 1 new purple addon, 1 new blue addon, 1 new green addon and 1 new brown addon. (I leave the creativity to you).

    Everything seens great other tyan the auto-rearming. I don't think that should be basekit

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452138/average-party-size-2019-what-do-you-think

    Whats there to debate? We don't have data on party sizes outside of vague guesses based on a few extremely outdated stats.

    I would have to say that thise stats aren't vague, they come from an official tracker done in 2019. Yes they are old, but not vague. I just wanted to put it out here for people that say that dbd is all SWF no soloq.

    It would seem very unluckly for the stats to inverse themselves (so less soloq that 4 man swf)

    @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452138/average-party-size-2019-what-do-you-think

    Please spark some debates in here

    As Ryuhi mentioned, there really isn't anything to debate.

    If you're in the mood for just speculation though:

    That's probably about the number, maybe a bit higher. Most people don't plan out their gaming, its not like the pencil in on the calendar 'DbD, 6PM, with Ashley, Dave, and Matt'. People jump on, make a decision about what they want to play, maybe invite some friends who are also on, and then play video games. Even groups who have organized nights you have issues with people being unable to make it or competition from other games.

    OOops I forgot to tag you before the paragraph

  • Tbh I can't recall the last time I've seen someone lose chase because of the corn.

  • @CompetitifDBD said:

    Not as problematic as Forgotten Ruins, but these maps have a common trend of lacking resources. Their sizes for the most part are very fair, but there needs to be more structure loops in the corn fields, atm they are all just deadzones that sometimes have a really weak filler. Put some window loops in there, maybe a new coldwind tile asset like a shed with a window and a pallet. These maps need to be more unique than just a main building, harvesters and cow trees.

    Notn to mention that 2 of the 4 coldwind exclusives are extremly weak/boring

  • @isaidme0w said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971009#Comment_3971009

    I know, you are right. But the problem is that there is the same situation in the shack right? But this loop is not that long so killer won't lose a chase and the vault will eventually block. In here, as you can see, if you lose the chase, it doesn't block. So it's some kind of upgraded shack situation. It's not supposed to be like that.

    It seems to me that the window should have blocked though, since windows can still block for 5 sec after loosing the chase.

  • Using shaders (what he is using) is not bannable, though not reccomanded by BHVR nor easy to do the first time.

    If you want shaders, do so VERY carfully. It can easily soft-lock your games (personnal experience) so make sure to watch a detailled video

    If, same as I, something goes wrong, you will need to deleate and reinstall the game

  • I just now realise that the shading was off from 0:39 to 0:51

  • It happened a lot back in the day. Fortunatly (or not) the problem can mostly be improved on the player side. Better internet and a fast computer was what it took to make me not disconnect

    Btw if the disconnect happens during the loading of the game, no penalty is given

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960091#Comment_3960091

    That's not how I read it:

    https://us.v-cdn.net/6030815/uploads/5TQ1VO7LSIS5/image.png

    From how I understand it, they'll actually stay in your inventory, but become unusable. Some people like that for nostalgia's sake.

    image.png

    yep, just saw the same thing like 3 mins after you

  • Go see your post on the killer perks idea. Only 1/6 idea that you mentionned would have been balanced

  • @IrisLP said:

    This is the second time this story has happened to me.The randoms are letting themselves die anyway, bringing a lucky offering (or using slippery meat) and killing themselves on the hook. What happened? I'll narrate one of the games.

    Situation: We were 3 left with 2 gens. The map: Forgotten Ruins.

    I finished a gen (1 gen left to repair). There's a survivor hanging below, but he's already giving up the game, so he uses his attempts in the first phase (he put a lucky offering and starts using his attempts to reach the second phase, and he succeeds). I see through Empathy that my other teammate is going to rescue him, so I proceed to look for another gen, but surprise, my teammate is right in front of the killer, so I CANT touch another gen. I have to go down to my teammate on the hook, but I have to go around because the chase is on the tower stairs, so I have to use the portal behind the tower to go down because there's no other way. I go down as fast as I can, because it obviously takes a long time, and the teammate still lets themselves die (the teammate failed all the skill checks in the second phase). What happened then? Not only did the teammate let themselves die, but I ALSO got a crow on my head because the game thinks I haven't done anything in 10 seconds of gameplay. I mean, running around the map, evading chase at the only entrance to the place, going through a portal to reach a teammate who let themselves die, and then a crow pops up because they think I just stood there doing nothing in 10 seconds... So... either devs extend the time it takes for the AFK Crow to appear or they add to the game that it NOTICES when a player is doing more actions (including running, which leaves scratch marks; running isn't free).

    Long story short, something similar happened in the basement of Gideon Meat Plant.

    I don't think it's fair that a player trying to get through the game should be punished, while the player who let himself die should be fine anyway (and even if they if they punish them, it doesn't help me at all, because I'll find more teammates like this, and that doesn't make the games any more enjoyable).

    And for the record, I've said it before, those kinds of people don't care about losing BPs or ranks, they don't care about that, that's not a punishment for them.

    *As a note, I did report this teammate, so I hope to see some feedback soon. But like I said, this isn't going to do any good.

    Regarding the latest developments in the title, I'll simply say that I've already seen people leaving others on the hook for failing skill checks or simply not doing something they consider "appropriate" for the game. They do this because they know those on the hook can't even try to free themselves. In fact, when I took someone off the hook who the others didn't want to be taken off, it was my turn to stay on the hook because I "dared" to take down an "unwelcome" companion that previously failed a gen skill check.
    I suppose this is also reportable...

    I agree on the fisrt statement, AFK crows and go next preventions need a lot more work, you must know that in certain situation, it is best to leave someone on the hook.

    for example, if they are being actively tunneled, the safest place they could be is on the hook. Why save them early when you could wait 30 secs and have that time extra to do gens?

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943167#Comment_3943167

    No? This is discussion about potentialy buffing Wesker, what he truly deserves. If you have any other opinions on how to buff him, I'll gladly read to them. :)

    Wesker doesn't need a buff, he is already above the target 50% kill rate

  • These are the worst takes that I have ever read.

    1. Expose type perks are supposed to have counterplay or when there is no counterplay, like with friends till the end, the expose duration isn't 60 sec. make your choice would still fall under that category since you are very far from the hook.
    2. Actually not to bad (for once it's not op as heck)
    3. so basicly the freest tunnel of all time? you can tunnel anybody, with no hook timer.
    4. Would allow for some crazy comebacks, 120sec is too long and no undetectable. it could work as a late game corrupt intervention.
    5. Step A hook someone, Step B slug someone, Step C wait for unhook, Step D kill at 4-5 gens. Balanced
    6. Terminus on steroids. Also basicly an unconditionnal devour hope or noed
  • oh and these ones too

    1. When the last gen is remaining all generators will be blocked for 120s. You are granted undetectable for the duration.
    2. Scourge hook: Happy haloween - when survivor is unhooked from a scourge hook 30s timer starts. If you down any survivor within that time they will be moriable by your hand.
    3. Hex: Filled by stone - anyone injured will suffer broken status effect untill totem is cleansed.

    Just plain terrible perks idea.

  • @TiredDBDenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948236#Comment_3948236

    Say you don't play Survivor at all without saying you don't play Survivor.

    Btw, he is the guy that mentionned :

    1. When chase begin survivor suffer exposed for 60s, once down or time elapses, goes on cooldown for 20s.

    as a perk idea

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948206#Comment_3948206

    Wouldn't because all healing perks need massive nerfs. Why add ons offer 5 % heal speed and perk does 50 %? Like seriously.

    Botany: 50 % → 10 %

    Desperate measures: 20 % → 3 %

    Do no harm: 50 % → 10 %

    We'll make it: 100 % → 20 %

    Empatic connection: 35 % → 7 %

    Circle of healing: 100 % → 40 %

    Reactive healing: 50 % → 25 %

    Solidarity: 70 % → 35 %

    Inner healing: 10s → 20s

    And much more. Healing got out of hand already. I wouldn't mind making self healing bit better, but healing others in 4-6s is just ridiculous.

    Yea and then self care - 5% of the og healing speed haha

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