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  • @DodoSwarm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118338#Comment_4118338

    you can't even reasonably categorize these the same way as the perks he's talking about. these are all examples of perks used within chases to confuse or disorient a killer, that's not stealth as in "avoiding the killers notice" its Evasion amidst chase.

    so…your foot steps being silent doesnt help you evade killers outside of chase? Having much shorter scratchmarks doesnt help you evade the killer outside of chase? iron will doesnt help you evade killers outside of chase? I am a little confused on how those could be in a different category. deception and lucky break i can agree

    urban evasion and the perk i cant remember the name of that lets you walk 20% quicker are also highly useful stealth perks.

    there isnt a lot of aura hiding perks ill concede that part.

  • @MrBuffalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118196#Comment_4118196

    Are we playing the same game?

    Devs are trying to force a certain meta. They nerfed stealth perks, they nerfed perks that are used to prioritize yourself (Selfish perks as they called it) So yes they are telling survivors how to play the game.

    Which is fine if they want to force a certain meta of play. But when its heavily on one side compared to the other it makes people question why they are doing this.

    they didnt touch lightfooted, lightweight, lucky break, deception, iron will just to name a few stealth perks that are quite useful.

    The dbd community has a really big issue with exaggerating what the devs or human behavior within the game are doing

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118190#Comment_4118190

    if this is what your going to start off the premis of your message with, the remainder has no value to me.

    Hey, I can play this game to: if your premise is that a killer can't maintain basic object permanence when a survivor goes around a corner, then your posts shouldn't be taken seriously.

    Anyway, the killer has varying levels of access to aura read, scratch marks, blood pools, sounds they can hear, their own eyes to see the survivors, and their own brains and game sense to make deductions about where they might be. The only thing that makes this not an autopilot is that the survivors have tools to deny the killer some of these methods, but never all of them. Wanting all of them is indeed asking for the killer to be on auto-pilot mode where they are just pointed at the survivors. To echo what @MashedBroccoli said, we're getting entirely new levels of hand holding for killers.

    Like I asked, what actually do you want the killer player to do? What actual skill expression are they meant to deploy to find the survivors?

    if you actually read what words were said and understand what individual words mean on their own and then what they mean when they are put together, you would clearly be able to see that my statement and premise did not claim that killers do not have object permanence.

    I cant abide dishonesty in conversation. you can disagree and nort resort to dishonest tactics to try and bolster your point. I am not interested in communicating further with you.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118193#Comment_4118193

    But it's not meta and it's not being run that often. These stealth teams are borderline mythical. SP is off meta and getting nerfed and the stated reasoning isn't even logical since it will be keeping the same effect. Nerfing non-meta gimmicky perks and meta perks is dumb. It's like everything even hypothetically useful is getting nerfed on the survivor side.

    I don't know who "we" is. I've never really used WoO, even as a baby, and I haven't said any such thing about it. I actually think it's a better perk for veterans playing solo because you never know what your team has used yet, plus RNG. But a new survivor is almost certainly not bamboozling a new killer with SP. It isn't really a baby league perk. It does take a little understanding of the game to utilize properly.

    But new players will get duped by perks in general. That's how you learn. I'll give you the same argument again: how is a new player supposed to identify and counter a Secret Project build that "removes a fundamentally designed mechanic of the game." If Undectable through perks is fair, Elusive through perks is fair.

    i know we dont have official stats (recent ) from behavior and i know nightlite isnt the most reliable but i feel its safe to say that beginners and casuals arent using nitelight and updating their matches. but it has a 23% pick rate right now and last year it was as high as 35%.

    What exactly are you basing this off of in regards to not being used as much?

  • @loonastan123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118194#Comment_4118194

    This is exactly one of the things most players say, and I don't understand why.

    Yes, clicking the arrow is a quick fix, but curiosity will always get the better of people. "User issue, just don't click it" - easier said than done for some players.

    It is genuinely just a QoL feature that should be added because some players would benefit from it.

    Also, I never said clicking it was too much? what

    i guess to put it bluntly, i presume you are not a child. Your curiosity and you sucumbing to it or not is the responsibility of yourself. not others.

    the option is there to hide it if you dont want it, and if you can not resist exposing yourself to something you know you dont want to expose yourself to i believe you need to take responsibility and address it, not expect another company to manage your own curiosity.

    I dont care if they add a setting to block it, it would be a net positive for the game. but, this is on you. and i dont say that with hostility, hopefully it doesnt come off that way

  • @MrBuffalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117985#Comment_4117985

    Its so weird basically the devs telling the survivors how to play mean while one side gets free range. It's…..Really annoying. Let people play how they want within the games logic.

    they arent telling you how to play. that makes absolutely no sense to say whatsoever. there is a single perk out of hundreds that has a consequence for a particular form of action/behavior.

    You might find it interesting to know that is the case for many perks on both roles. that pretty much every action in the game has either a positive boost to it or a negative buff applied to it.

    DS isnt telling killers they arent allowed to tunnel. if you werent allowed to do it, you just couldnt do it. DS is causing there to be a potential consequence for tunneling. which only applies to you if someone decides to bring it. youll only get punished for leaving a pallet if someone brings this perk.

    your free to leave loops whenever you want, there just in some matches be a risk to it. luckily, there are pallets and vaults within range of most loops that shouldnt be too difficult to get to since the killer has to go around the loop every single time while you can make vertical distance depending on positioning and most loops you should be able to get 6 seconds out of. and if its a filler pallet, well those arent supposed to be that safe anyways.

  • i have to say, im confused why the inconvenience of taking a half second to click a box one time in a gaming session brings such distraught as to post about that being too much.

    Sure, a full setting would be nice but….this is a strange thing to get outraged over being honest. just click the arrow

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118107#Comment_4118107

    I've had matches where four people have run stealth perks. It's rare so it's fine. Why would I advocate for a thing I use as survivor if I had a problem with it on killer?

    There are a ton of perks that remove or reduce tracking. You're saying the game wasn't meant for that but here's all these perks that do it. Is Undetectable unfair too? Like, the game was meant for certain killers to have a terror radius. How are are survivors supposed to know where the killer even is??? This logic is ridiculous. These perks spice up the games. Otherwise it's the same mindless crap every match, with killers running after colors like stupid dogs and survivors looping in circles around a rock. That's lame. It's boring. It's dictated playing.

    I main a prediction killer. I have to be able to guess their likely moves and get hits through LoS breakers. Idk maybe some people have awful game sense, but most people are predictable. There are optimal pathing patterns in this game. Even seemingly unpredictable moves are often predictable. I'm asking people to think.

    The equipment argument doesn't hold water. Some people have, some don't. That's life. Someone on a high end PC using kbm and a great headset will do better than me on console with an okay headset and a controller with stick drift. You can't equalize gaming in the modern world. That's why people pay more for better things. They want an advantage.

    i do not have a problem with the existence of being able to remove temporarily things like aura, blood, breathing, scratchmarks. I have never stated otherwise. what i have stated in past discussion to you, is its a problem if its pushed to a degree that it becomes meta and something everyone uses. i see no reason how that would be fun long term for players. just as no doubt people would find running into anti loop builds/killers all the time wouldnt be much fun either or whatever specific tactic/build that people like to complain about for the time.

    we complain about WOO getting nerfed because it impacts new players. (even though it is NOT just new players using the perk and its ridiculous people are trying to claim otherwise)

    how does making it easier and easier to remove fundamentally designed mechanics of the game not function not impact new players?

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118107#Comment_4118107

    What exactly do you want the killer role to do? Your post makes it sound like you want killer to be auto-pilot mode.

    your eyes work when your looking at someone directly in your LOS. but every single map is filled to the brim with los breakers. i can just slap on lightweight and boom now you will never know where i am because the one tool your using to track me which was never intended to be the primary way to track people is no longer at your disposal

    'The one tool?' 'Never know where I am?' Just because someone goes around a corner doesn't mean they cease to exist. Part of game sense is trying to anticipate where they might be going. Even without scratch marks the killer can use their surroundings to make a prediction on where they are going.

    The survivor should of course also be taking this into account, but that's what makes it a game.

    now i do that a couple times a match and waste your time and now you lost the game because you are just lacking the tools that the game is designed around in order to function properly.

    'Game is designed around' - the line of sight blockers aren't there accidently. Not even the spaghetti code is that bad.

    furthermore, not everyone has the same level of hearing acuity, nor do they have good headsets.

    People don't have the same level of eye sight, or reflexes, or memory. Any game mechanic you can think of will favor or disfavor certain players.

    When has in the history of the game has been using scratch marks and blood pools "auto pilot mode"? if this is what your going to start off the premis of your message with, the remainder has no value to me.

  • @torturedhotdog said:

    I really disagree with having survivor perk nerfs, but only killer buffs. This is not an easy game to pick up and learn, definitely not friendly to new players. Windows was arguably the best perk in the game for new survivors. Higher MMR & experienced players likely know their pathing & don't truly need it anymore. It doesnt give much advantage other than knowing where to go, so that overwork was not really necessary in my opinion. Also, shoulder the burden, five moves ahead, as well as SB not too long ago. Its starting to seem like K mains are getting favoured as of late. I just hope Behaviour does not steer this game in a more unfavourable direction for everyone. I understand making it balanced has it's own set of challenges. Honestly, I don't truly see why diminishing returns was required either. Again, it's hard to balance between competitive and casual players. Maybe a ranked mode would help.

    you will be pleased to know then that survivor also got buffs and killers got nerfs as well. its pretty crazy to think that believe it or not when changes happen its not alwasy completely one sided and being upset a perk you like being chnaged doesnt mean that the "enemy" didnt also recieve changes they may not like either.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118073#Comment_4118073

    Because those elements exist for a reason. It's a tool for you to utilize. My headset is just decent and has default settings. My game audio settings are also default—and I can still hear these things. It's one of the reasons CE gave me no issues pre-nerf. I could literally hear their footsteps.

    It's like if killers don't have a neon sign pointing to the survivor they feel cheated. You can also just think and use your eyes. I'm a stealth survivor. I know how they think. It's gamesense. I run 1-2 aura perks and an aura add-on on all my killers and Elusive is a non-issue for me. There should be counters to mindless things, and the killer should have to have some thoughts of their own.

    i am also a stealth survivor, and i enjoy very much utilising stealth and such, its quite fun. but its not fun to deal with no tracking tools frequently and for long periods of time because again, 1. the game was not ever designed for you to track people based on that. thats just objectively the case. Would you enjoy the game as killer if there was no aura possibilities or scratch marks?

    your eyes work when your looking at someone directly in your LOS. but every single map is filled to the brim with los breakers. i can just slap on lightweight and boom now you will never know where i am because the one tool your using to track me which was never intended to be the primary way to track people is no longer at your disposal. now i do that a couple times a match and waste your time and now you lost the game because you are just lacking the tools that the game is designed around in order to function properly.

    if there is 3 gens and 3 different directions you can go to. you know whats helpful to even know where to go? auras and scratchmarks so you can get to playing the game.

    i promise you that 99% of killers do not enjoy spending multiple minutes traversing the map not in chase because they cant find anyone because everyone is hiding or preventing the tools from working that allow chases to happen unless you stumble in to someone and even on incredibly proficient killers, they can get disoriented and confused the second a surv just appears to vanish in thin air.

    large parts of chases have to operate without you having LOS. if i have to literally spend half the map to catch up to you in a straight line, how exactly am i going to be able to spend half the map keeping track of where your going when you can move left or right, move out of sight and there are 20 different directions you could have gone and i have no option but to make a guess.

    you might not feel bothered by it when you run into it every once in a while. deal with it frequently or have multiple teams using it (where there are perks that completely remove the footsteps and breathing as well) and tell me how fun of an experience that would make killer?

    furthermore, not everyone has the same level of hearing acuity, nor do they have good headsets. some people only have their tv speakers, some only have a 30 dollar walmart headset and some people dont have sharp hearing like myself. i hear ok, but i had lots of ear infections when younger and it dulled my hearing. the game ISNT precise with its sounds. cuz the game wasnt built like COD where such information is critical. you can also only hear footsteps within 8 meters.

    How is that useful when a massive amount of chases will have a distance beyond 8 meters? if your within footstep range i probably already see you or your on the same tile, which has 3 different exits out of and if you choose an exit and are now 9 meters away, which exit you took is now a guess (educated guess sometimes but ALWAYS a guess)

    and if im within footstep range, there is a good chance i have chase music going with some killers having more loud or obnoxious music. that music is extremely loud and overshadows all other audio in the game. i play with volume all the way up specificalkly so i can hear these subtler sound but that means that all other sounds are bombs in my ears though the chase music is the main issue.

    if games were slower than they are and i could afford to play wheres waldo with survivors than sure, not as big of a deal. i dont have time to play wheres waldo, i need to find my chases or im going to tunnel out the person who i can actually engage the game with.

  • to be honest, i think alot of people are upset that their comfort picks arent going to be as useful or now do something very different than before. I.E people want change as long as it doesnt change the things they themselves like. only things they dont care about or dislike.

    i think overall the changes were all very good as well.

    im not a fan of thrill being reworked because my playstyle is heavily hex focused but i understand that the devs determined it needed a change even if im not a fan of it and i feel it weakens an already very fragile playstyle i use.

    But the devs saw issues with it, like with deliverance and windows (survs should be happy windows was changed because the survivor skill base is dropping abysmally low and windows is a major reason for it.) and if we want a game shakeup and it not to be stale we have to be ok or open to some uncomfortable changes. both sides got some pretty crazy buffs. but as you no doubt are aware, we are about to enter a new stage of behavior only ever touches X while ignoring anything that happens to Y.

  • do you let hex totems breathe?

  • i forsee the pick rate of bt going to near zero. it doesnt take long to mend, and if your being chased, what good does free mending do? your in chase and either escape and mend or go down in which healing the mend did nothing. and if you get deep wound and arent chased, whats the need to have it healed automatically when you can safely spend a few seconds mending? i dont really see much use case

  • whispers absolutely got buffed and should be making it easier for you to find survivors not harder. the 5% is mostly a token and not useful, but having whispers goes off at 24 instead of 32 drastically deduces the potential search area.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118074#Comment_4118074

    Because a lot of people play the game casually or are just bad at memorizing the layout of the 40+ maps we have in this game. Its simply not reasonable to expect a casual player to know all of this. Then we move to solo queue who can't know with certainty whether or not a pallet has been dropped in an area or not without a perk. Killers do not need to know exactly where a pallet spawned until a survivor drags them over to it and can run Zanshin if they do want to know in advance. If a survivor can't find a resource they just go down. These are the causes of its high pick rate, not strength. If a killer is getting run for a long time its not because of windows its a skill issue on their part.

    and if survivors cant figure out where one of 30-40 pallets might be on a map, that is a skill issue.

    The reality is, this isnt a perk mostly used by beginners. its great for beginners absolutely, but its extremely powerful with people who also know how to effectively use pallets and experienced survivors will sue the knowledge on every single pallet, perfect pathing and make a chunk of the roster struggle to catch up. because if its impossible for the surv to run to a spot without a pallet and pallets are chained close together than non mobility killers or range killers spend large amounts of their time holding w to catch up after having to walk horizontal to get around a pallet while the survivor moves vertically, and by the time you make up the distance, the surv can just repeat the process.

    beginners arent able to do this. i mean they CAN but they dont have the skill to do that. however, im not in baby lobbies as killer or survivor aside from matchmaking being what it is, and its still guarenteed to exist at least 1-2 times in 90% of my lovbbies.

    Blindness became one of my main tactics to use in matches and it absolutely destroys even experienced players because its just a run to yellow perk. there is no accidentally reaching an ubrokenpallet. there is no accidentally running to a deadzone.

    Meta for a reason mate.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117483#Comment_4117483

    I've always found that line absolutely insane. The best chase runners never used WOO. They always know the tiles and how to run them.

    Windows just helps new players, or players who suck at chase atrimg a couple of tiles together so they can last more than 10 seconds in a chase.

    no it didnt. knowing where every single pallet is you can use to plan out your pathing to be optimal and make sure you have access to every pallet outside of your LOS is objectively not only useful for new players, and players used it for pallets primarily, not windows. windows you can pretty easily predict based on tile layout.

    take away woo from p100s and they start running around like headless chickens. this perk has been carrying people and been something they rely on for a very long time. It has literally been in the top 5 surv perks for many years. how is it in the meta but only useful for beginners?

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117694#Comment_4117694

    Breathing and footsteps remain. Eyes are also a thing. I see this perk enough in my killer matches. It rarely gives me trouble. It might make me lose a chase here and there but so does Lucky Break. Once I know it's in play I just have to think about likely trajectory.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117683#Comment_4117683

    Have you ever once seen four people running SP?

    behavior needs to completely redesign their sound engineering for the game as the game was not built to rely on breathing and footsteps, it was supposed to go along with the ACTUAL tracking methods. I have a pretty nice paid of headphones with an audio prgram tuned specifically for dead by daylight and there is so much other noise that even with my program utilising spatial sound, dbd does not do a good job at precise audio. and good luck if your killer is loud or you have chase music playing that you cant adjust the audio on. youve brought this up before, its not good reasoning and i dont know why you keep falling back on that

  • @DrSpody said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116816#Comment_4116816

    You must be one of those who offend then. You surely don't understand. I am a casual player and I'd like to have a good moment in the game, not being looped and mocked while being outplayed. If you do that, teabag and use too much torches, you are an ass. And i have my reason to report you and tell what you are, more than ever if you start trashing me in the lobby.

    and how is being a jerk back to people helping with you having a casual pleasant experience?

    I understand the games toxicity quite well.

  • @Oputeev_Stas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116793#Comment_4116793

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116786#Comment_4116786

    You don't need to be so sensitive it's an 18+ game, is it really that important what strangers write in an online game and make a thread about it here? What is the creator of this thread trying to prove? Such people exist both in real life and in the game and you can't change them, so just ignore them

    i dont think not wanting to be abused by other people is "being sensitive"

    o think arguing that people should just accept being abused and harassed by other people is something that should be tolerated/accepted says alot about what your end game comments may be like

  • the ellen ripley in dbd isnt technically Sigourney weaver due to licensing issues from my understanding

  • @DrSpody said:

    I was going to open a topic about this. I just came out of a game that had 3 player with high level (70-100) while i am around 5-6 with the korean killer. They were Toxic in-game and in the lobby they mocked me a lot. I reported them without thinking twice. Still when i play killer with peers of my level i tend to be a bit more aggressive and less ""polite"" than before. I am ANGRY when I play now. I like this game but the community seems to be worse than ever and i am really sad about this. Also in the lobby i don't shut up anymore and i start offending these toxic players and their whole family, sadly. I am so frustrated that i am really close to stop playing this game once and for all. Also the new MMR sucks hard. 50% of the time i am against people a lot stronger than me that i am a casual player.

    being a jerk back to other jerks just means your a jerk like them.

    close the game chat if you cant regulate yourself due to insults in egc.

  • @Oputeev_Stas said:

    m1 killers huh? they all have anti loop powers if you can't play them well ofc you are gonna lose, killer players these days only wanna win every match like in Halloween game jeez and close you chat if you dont wanna see…

    it would be nice if you didnt have to close chats because survivors want to be abusive to other humans

  • that would be bad ass if that was a thing but i think you are right, thats likely overly complicated for the return

  • a game can go from a 5 gen situation to a 2 gen situation in literally 30 seconds in some cases. the momentum can shift so fast that going easy on a team at a point where not much progress has been done yet can mean you are all of a sudden way behind and can not apply enough pressure to slow down the surv snowball. games go so quick that many times killers simply dont have the clock on their side and so will play from the start with the idea of removal.

    Its just the best strategy in some cases and survs do themselves no favors many times with how they allow a tunnel to take place. in soloq of course people are not well organised, we shall see how the chat wheel works out but whats a killer to do when the surv runs right into you or you see them on a gen progressing the game. Why ignore that?

    Why is there an expectation that you should have a guaranteed amount of time in the game before you are eliminated? how do we quantify when its "proper" to eliminate a survivor just so the survivor loses a little bit slower?

    You risk getting eliminated quickly when you que up into a 10-15 minute match where eliminating you is the sole objective of your opponent.

    The same applies in reverse with genrushing

  • its luck of the draw with him, but i promise you he can be why you win in 2v8. I have had many games where im not achieving much the first part of the match but if you set up right and not in the classic standard spots everyone expects traps ypou can absolutely snowball into traps going off constantly.

    Its not gonna be every match but he really can be one of the most oppressive snowballers in 2v8 once your set up right and a chain of traps start if you and your teamate can capitalize on it

  • @rmattamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116112#Comment_4116112

    I agree that its main value is probably outside of chase and helping you decide where to go next.

    My issue is that the 16-second yellow aura can appear and disappear entirely while you're still in chase.

    So by the time the chase ends and you're actually ready to use Surveillance for that "where do I go next?" decision, the information may already be gone.

    That's why I think a slightly longer yellow aura duration would improve the perk without changing its intended purpose.

    i have no issue with it being extended to be clear, i run into the same problems myself, i get very tunnel vision as im looking for 1 specific thing and end up zoning out some of the meta info so gen aura perks i have alwasy struggled to get use of because i do not notice gen auras when im on the hunt as im looking for survs.

    but again, i dont think the devs made the perk for that in chase info, as the duration seems sufficient for out of chase info.

    i am all for perks beyond just the same 10 being used so im not against the change.

  • i dont think the perks main purpose is to provide you mid chase information. I think its primarily to find where you need to go to enter the next chase

  • @T1MEXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116061#Comment_4116061

    I agree but you also have Coulrophobia, Dying Light, Hex : Pentimento, Leverage, Scourge Hook : Weeping Wounds.

    all which would be far better mitigated by your team mate healing you. i think there are very few cases where self care is a better move. to be clear its not useless, i do like the perk but its mis used alot and teams lose all the tiume because of it. especially if there is a healing slowdown that makes self care even worse. its a huge time sink of not progressing the game to regain a health state you will almost certainly lose (unless you are a juicer on loops) at a rate quicker than what it took you to gain that health state.

    As such i think it is almost always better to engage in progression activities while injured or get to a team mate instead of self caring.

    as killer, i have had plenty of wins that were heavily influenced by someone spending 30 seconds behind a wall self healing.

  • @T1MEXII said:

    This is just a suggestion, do not hate if you think it is bad.

    Self Care takes a total of 46 seconds to heal, I just think it sucks that if a killer runs a perk like Sloppy Butcher then the perk is unusable. I have two suggestions for this perk.

    • Buff the heal speed back to the old 100% (16 Second Heal)
    • Add a 60 second cooldown between usage.

    Boon : Circle of Healing is a strong perk but I have a rework suggestion to make it a little bit more unique.

    • Reduce healing speeds to 50% but make it so where you can self heal.
    • Recule healing penalties by 50%.

    sloppy bucther is suppose to help counter self care and other healing perks. thats not a problem.

    and while self care has its place, if its an important part of your build, you are almost certainly being a detriment to your team.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115759#Comment_4115759

    Bots. Each killer with extremely unique powers are going to require a lot of work to make a semi functional bot. I know so many people make the meme of how new killers are convoluted compared to og killers but it's low key true. Compare how simple alien plays compared to someone like skull merchant. Alien just needs to have the logic of can I hit with tail? If yes then hit. Skull merchant relies on stealth, knowing good drone placement, and a bunch of other stuff that'd be a pain to code to make sure the bot can do it.

    are they only adding killers they can build a bot for a dc?

  • @Oputeev_Stas said:

    flashlight are useless items when Judgement exists and Lightborn

    how is judgement related to matches with 40 other killers who will make up the majority of your matches?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115971#Comment_4115971

    Considering its been out for less than a week, it doesnt surprise me that its not perfectly balanced. I expect they're gonna be tweeking things once they can see how players are playing. Hopefully we'll also get updates later on to include more maps and such too. My wife has actually been avoiding videos on it so we can play it this weekend completely blind. Looks to be a fun time from what IVE seen though.

    it does look fun, i almost bought it but i have watched gameplay and analysis of it and it has some really major issues that will have to be resolved for this to be a game someone will want to load up after a week or 2 of playing.

    I have a feeling though some of the issues are too baked in to how the game was designed to be fixed properly, like how the win conditions work.

    that being said, the game has sold over 500k copies so presumably is a massive financial success for the devs so may give them the rescources to not just abandon it like they did with tcm.

    and also, perhaps people will like it enough to have staying power but im very skeptical of that for now.

    the prox chat alone personally removes all my interest in the game when immediately its just teens and edgy people all peaking their mic while screaming at each other.

  • @spirit72 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472039/the-halloween-game-phase-mechanic-was-exactly-what-i-wanted-from-the-myers-rework

    So I played Halloween for a good 5 hours or so last night, and despite the usual launch issues, I think it has a future. It's sort of what F13 might have become, if licensing issues(and the ability to kill Jason)hadn't destroyed it.

    Is it going to kill Dead By Daylight? Nope..it's an entirely different type of game.

    But it doesn't have to kill DBD, because BHVR is doing a good enough job already of destroying its own product. They've managed to almost completely remove fun from the model. The main problems we have like camping, tunneling, 'Meta', and gameplay abuse are baked into the core mechanics and are not fixable in any meaningful way. They know that, so they go with band-aid fixes and 'Roadmap' promises, while cranking out new Killers, Survivors, foofy outfits, rifts(ever feel like you're stuck in a hamster wheel? News flash: you are!) and game modes to keep people playing and spending money… for as long as that will work.

    So all that a new asymmetrical horror game really needs to do is be fun. For my own part, I had more actual fun playing Halloween last night, even with mixed match results, than I've had playing DBD for a very long time.

    I dont think halloween has a future unless they make some major major changes to how the game works. I expect its going to drop off quite quick. when you take away the gimmick of people screaming at each other in prox chat and blaring their music over the mic, as people are figuring out the game and how it works are are already starting to optimise what to do, if there arent major balance and mechanical changes, the game will be dead, as right now while people dont know what theya re doing yet it gives it more life, this game has some extreme holes already showing by people who start to understand the game.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115859#Comment_4115859

    At this point i don't have another one to strive for either lol. Its always a bit awkward afterwords not knowing what to do with the bloodpoints. I might try for Ellen simply because of the Hudson legendary, it seems the closest to feeling like a character from the movies.

    I already have dibs on Ellen and all her cosmetics. keep your grubby hands away

  • @SpyUA said:

    How did enduring get nerfed?

    i think they are referencing that it doesnt work when carrying survivors which i had thought was already the case. Its nothing to complain about. you should almost never be be getting pallet stunned when carrying a survivor anyways.

    • Fixed an issue that caused the Enduring perk to reduce the stun duration when a survivor is carried.

    it wasnt nerfed it was fixed, so my memrory was right it was not supposed to affect pallet stuns when carrying

  • just to clarify, behavior did not cut you off from having access to the game. you can freely access it at any time you want to. You are the one cutting yourself off from the game.

    I play on epic and beyond sticky movement keys time to time, i havnt crashed or had any of the issues steam users have reported.

  • @Withered8 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115703#Comment_4115703

    How have survivors been buffed recently? How have killers been nerfed recently?

    That has nothing to do with my statement.

  • @xxmattaderoxx said:

    thank you for the tips , i am allready doing all these tactics to try and get away with it but damn survivors tend to be bullies , i play both survivors and killers and dont understand why some poeple go as far to get a quick win when the game allready feels way easier playing as a survivor :/ i dont get mad when i get outplayed but flashlight and sabotage abusers can really be a fun-killer when you are trying to play the game as intended

    Some advice i have as I used to get extremely frustrated by that stuff (and its not fun when facing it still( but there are things to keep in mind. Sabo squads dont usually care about gens. That is in your favor as it takes alot of time pressure off you. if there is one primary sabo, upon pick up designate a hook to initialise movement to, sabos will immediately target that g hook and begin their movement towards it. you then shift your direction to a hook on an opposite axis which will almost always make it impossible for them to react/catch up and get to a hook in time.

    If everyones trying to sabo then you dont hook. these squads stay near their team mates, meaning searching is typically not needed. so slug, and do little hit and runs on the rats as they swarm the area and get downs when you can. with a little skill and a little luck you can get them locked into a altruistic death loop where they cant get their entire team up but they have to because you are getting 2 plus down constantly.

    This applies with flashlight too. these guys follow each other around doing nothing to progress the game but look for saves. so you slug. they will typically run the same plays as sabo squads and you can have combined squads of both.

    Its really really important that you calm yourself during these games as tough as that can be. as soon as you get frustrated, your decision making gets impacted and your moves start to get influenced by emotion and not logic and you will start making small misplays that prevent you from exploiting the small mistakes they will make.

    Unfortunately that doesnt make these types of teams any less of a pain in the ass but this can make it less of a miserable experience and boy does it feel good when you have them all dead.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115748#Comment_4115748

    The survivors didn't seem to get access to any more turrets than usual. Whether this is because there's just not any more than usual, survivors I went against were bad at using them, or my ally was destroying them for me I can't say.

    so i finally played a match partnered with a wraith. we lost the match so take my next statement with and seriousness or salt that you wish but i didnt find the power swapping that hard. I only saw turrets twice in the match, though 2v8 survs are so NPC that idk how many of them knew you could place turrets but i found navigating quite easy between powers and it was pretty smooth. Since hooking knocks you out of power and you want to initiate a next chase quickly, i found it smooth to transition to tunnel (though ive never been good at navigating the tunnels to where i actually want to go) and the turrets dont take you out of your power as fast so i didnt feel i was stuck in m1 mode the whole match, and the couple times i was knocked out, i still just m1 chased and my power was back pretty fast naturally.

    Disclaimer, this was on lerys and thus there werent as many pallets to deal with as some other maps but he felt ok. but we did lose so again, take my opinion as you wish.

  • i mean slugging isnt toxic to do when its for an actual purpose. if your slugging only for the purpose of slugging its lame, but slugging exists for a reason. it is a mechanic the game provides and encourages you to use when needed. flashlight people tend to be obsessed with flashlights so take advantage of that. all they care about is hitting their saves often times so dont pick up if you know they are swarming or you have a los blocker to prevent a blind. but if a team is 4 running flashlights than your typical build isnt going to work well because the survivor team wont be playing in a typical way. so youll have to have a back up plan/build

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115732#Comment_4115732

    Well that's what I mean when I say the killer is worse in this mode.

    In 1v4 I very rarely get knocked out of power, even in double flamer setups. Because I can run Lambert's Star Map or the Emergency Helmet. Between the two, usually Lambert's Star Map, because it allows you to reliably just M1 the turret when it starts firing at you. If it starts firing at you from an angle you weren't expecting, like if it's hidden in a bush or in corn, it allows you to back out of range of it more easily so you can look around and figure out where it is.

    I haven't exactly gotten knocked out of crawler mode often so far in 2v8, but that's because I have hundreds of hours on this killer and I have a lot of built up muscle memory and reaction speed for dealing with turrets. But by the same measure I am shocked at how much more threatening they are without the protection of those addons, since I never play the killer without them, there simply isn't a reason to.

    Of course the tail shouldn't be all you use to get downs, but that's not the point. The tail threatens survivors by being in play and makes them play different. They have to try to mindgame at pallets and windows. Without the tail, nothing is stopping them from just vaulting windows or pre-dropping the pallet.

    im in the god awful que waiting for my killer where i will use xeno with the king skin. ill see how rough it is. but do you know how many turrets they are able to place. if they gave them any additional i do feel like youd barely ever be in power

  • lightborn mate. or slug.

  • how do you even have 110k plus shards sir.

  • i have not played in the mode yet or as xeno in 2v8. i already had assumed he wouldnt be great in 2v8 due to how its set up, but i would tentatively postulate (again knowing i havnt tried him in 2v8 yet) that your losing time every time you go into power just to get the power which you then exit to get back into a chase doesnt gain you more time than having not dropped the chase or gone into a state of non action just to get a tail attack back.

    i am of the opinion his tail should complement his m1 fundamentals, it should not be what you soley rely on to get downs.

    Ill see if my opinion changes of course, just my initial thoughts. i dont think xeno is strong enough to need turrets anyways tbh and they are utterly frustrating. how many turrets are people allowed to spam in 2v8 now? and can your team mate destroy turrets?

    • Ovomorph, which decreases the cooldown of crawler mode by 25% when outside of a tunnel. This is much worse than simply adding resistance to getting burned out of the power to begin with.

    objectively not useless. regardless of whether something else is stronger or not useless, on its own 25% faster power acquisition is notable.

    • Parker's Headband, which gives a brief 5% haste after exiting a tunnel, which is often useless as you will lose any benefit this gives you shortly after exiting the tunnel since survivors will place turrets somewhere nearby which you will have to destroy anyway.

    I presume there is not a turret at every single tunnel so not useless, just not consistently useful.

    • Kane's Helmet, which causes Mangled when you hit survivors with a tail attack, a debuff of already dubious utility in 1v4, let alone in 2v8 due to the presence of the Medic class.

    This is in fact trash due to how many people just press 1 button to insta heal

  • @Oputeev_Stas said:

    because they like killers lately no surprise only survivors stuff gets touched, sprint, vigil, endurance, deli lmao

    killer never gets touched or nerfed? survivors never get buffed? why are we lying or pretending we have no grasp of reality?

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115398#Comment_4115398

    Abandon is not a DC. The abandon option appears when all remaining survivors have been slugged or if you have been slugged multiple times without being hooked or on the killer end when no generators have been completed for ten minutes. In an ideal world abandon would not be a thing but that would require BHVR to actually address these with proper game design.

    ah my bad, i thought people were referencing the people abandoning their team.

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