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Jacknalls_Paw

Jacknalls_Paw

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Jacknalls_Paw
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  • This is simply yet another example of something being amiss within the team responsible for gathering feedback, as if they only listen to one side of the story without considering any counterarguments.

    It is inconceivable that they did not reflect on their decision to implement these changes before going live; there is clearly a lack of good faith on the part of those directly responsible.

    After 10 years, it is not possible to still be at such a low level of design and believe that everything is ok, this killer is completely illogical.

  • I really don't understand what they were thinking when they decided to buff further a killer who was already strong in PTB, this is totally out of touch.

  • Hope and OTR nerfed for what reason?

    Also is this the best you could do with Road Life? The perk is still terrible…

  • The nerf doesn't make complete sense logically.

    The perk is designed to be used only in the endgame, so it should be seen as a “reward” for the survivor who managed to get there playing only with 3 perks, so it's normal that it has a more significant (not OP) effect than the others, but in this case, the effect is not nearly as strong.

    I really don't understand why we need to further reduce the number of decent perks available to equip, given that the selection is already down to the bare bones.

  • Killers are and always will be the community's biggest echo chamber, and nothing will ever change my mind about that.

  • Well, majority maps are full of dead zones everywhere, and in recent years they have also shrunk in size, I guess this was inevitable.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995844#Comment_3995844

    Except Its hitting a more than just aggressive tunneling...

    https://youtu.be/Z8JhUmS3rGo?si=9fHP4T-4h5dQ1oEj

    Spookyloopz accidentally got it in his 2nd match here. Unfortunately a flashlight blind negated what WOULDVE been his 5th hook on a still living survivor. Since the game is only tracking hooks and not downs or chases... that doesnt matter. Killing the guy who had plenty of time off hook and was never tunneled resulted in a hit.

    That's why it need adjustments, but many here are acting as if it needs to be scrapped despite people having been requesting this feature for years.

  • Oh no, yet another content creator who only plays as a killer and has never touched the survivor role in his life-time spent on this game, especially in SoloQ. He'll definitely be impartial, unbiased and acting in good faith, won't he?

  • Many of these pallets are not strong. I personally checked all the maps affected by the change several times, and now they spawn like ≈ 18 pallets on each one, but many of them are unsafe and on the edge of the map.

    They also removed some unique structures, such as the one on Dead Dawg Saloon, and replaced them with more classic fillers and less powerful tiles. EDIT: They also nerfed the "Fun Bus" tile by removing that strong window on it.

    The only maps I've seen improved are Haddonfield and Coldwind, while some, such as Ormond and Family Residence, I believe have actually been penalised. Then again, I don't know, maybe I was lucky with the RNG and you were unlucky, anything is possible.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995273#Comment_3995273

    Because no game should be balanced around what the best players of the game are able to pull off. If you don't understand this, then… I don't know what to say that won't get me banned.

    In fact, with this update, they are trying to balance the game around less experienced players by helping them against aggressive tunnelling.

  • From what I have checked for the most part they have removed many strong tiles and replaced them with weaker versions and useless pallets at the edges of the maps.

    The only positive news is that Haddonfield and Coldwind finally have a few more structures, but for some unknown reason, they have removed several pallets from Dead Dawg Saloon.

  • If you're asking this question, then I think you haven't understood anything about what this patch aims to do.

  • @Rudjohns said:

    Does anyone know if they added pallets inside Thompson House's main building?

    They did not.

  • @Astel said:

    Good to see that Haddonfield and Coldwind getting more pallets, but did Crotus Prenn also need more pallets?

    Crotus Preen was shadownerfed last year, I also made a discussion about it.

  • @MaTtRoSiTy said:

    Anti tunnel changes absolutely need to happen and are long overdue, if adjustments need to be made then so be it.

    The scenario of tunnelling out a survivor at 5 gen to create unwinnable matches for survivors was always going to need to be addressed.

    I cant wait for it to come in and I hope those threatening to quit if they cant tunnel every match do quit, it will be a massive W overall.

    Someone should print this comment and hang it in a frame on the wall.

  • @OmegaXII said:

    So Killer has 1 hook, with only 2 gens left. How are you going to comeback from this? You can't kill anyone before 6 hooks, otherwise your opponent gets buff.

    So basically the first chase determines the whole match?

    I don't think a gen repair speed bonus is your biggest concern if you lose 3 gens in 1 chase.

  • Killers will be getting huge buffs just for hooking survivors which is their job, this patch is a massive help for killers.

  • None.

    There is no reason to think that removing a survivor from the match and thus managing a 3v1 is less effective than a little boost to the repair speed of the generators for the remaining survivors.

    Not to mention when we are actually at a 2v1, at which point the boost makes no sense, especially if there is <1 gen to complete.

  • Killers will receive buffs regardless, while those for survivors are only meant to help them avoid being tunneled, which means they are practically useless if the killer does not target them.

  • No, in fact, if many leave, it will only be good for the community. It means that they were simply bad and unskilled players whose only playstyle and way of winning games was to rely on broken mechanics and crutches, and they had no desire to adapt.

    Consider the fact that this patch is basically a huge buff for all those killers who weren't tunnelling and were already winning before. It's a win-win situation for everyone who was already playing fairly.

  • Killers will literally be rewarded for just playing the game because there are no other options to balance this game around tunneling, and "the devs have continuously held the survivors' hands"?

  • @darkwiredheart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989927#Comment_3989927

    And what if no one rescues them? They die on hook and if you wasn't quick enough to get another hook in (2 mins If I remember right) then they are your last hook and survivors get both bonuses, faster gen speeds and no regression. Can happen in a 3-man swf where they let the random die just to get bonuses.

    If they let that survivor die, it means you're winning the game...

  • @Jay_K said:

    • If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
    • If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.


    These 2 things are going to ruin the game for killers

    Before anyone wants to comment "just don't tunnel" think about it. Killers are now FORCED to play by the survivor handbook and hand free wins effectively to them.

    If you kill a survivor too fast then boom free gen progression for everyone. This means your damned if you do and damned if you don't. you kill someone because its the optimal play at the time then woo you got a kill but now all gens are gonna fly a little faster on top of whatever buffs it already has.

    Then the way this reads sais that every time you kill a survivor and you find a gen near by thats nearly complete then uh uh uh you can't regress that gen to hopefully stop it popping meaning you have to just sit and wait for whatever timer BHVR decides to put on this (because in classic form no figures are released) and while your waiting other gens are flying.

    Now im not saying that tunneling is fine and i agree with the masses that any killer who goes into a game and hardcore tunnels a survivor needs to maybe find another game to play because clearly this isn't the game for them but i can tell you from experience that sometimes you end up tunneling someone just because its the person you find. Not because you have gone out of your way to hunt them down or because you have gone back to hook to tunnel them. Its just the natural way that game has gone..

    On top of this killers can no longer see the hook state of the survivors. So if your not taking notes you could end up tunneling without realizing. Even now I will hook someone and think Damn how are they dead what happened. not realizing i had multi hooked them because im just chasing whoever is around.

    So please behaviour you need to do 2 things.

    Firstly you need to give more information because right now assumptions have to be made, and they are made based on previous changes made
    secondly more thought needs to go into anti tunnel because based on the dev update these will really harm killers who don't tunnel intentionally and suffer from survivor induced tunneling.

    They were introduced specifically to discourage tunnelling.

    Without them, the killer could easily tunnel as if nothing had happened, simply waiting for the collision loss timeout.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989553#Comment_3989553

    Oh gosh, you absolutely don't. It's a good question. What we mean by this is that when a Survivor is hooked multiple times in a row, which directly results in them dying, this effect would come into play.

    Got it know, thank you Ryan!

  • "If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked."

    I may sound stupid but I don't get it, what does this mean?

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988317#Comment_3988317

    I think that maybe adding an XP boost would work better.

    Some people have enough BP to not care.

    Iri shards though? Never enough of those, especially if skins are included in the discussion.

    It could be a viable alternative.

    Honestly, even though ‘play while you wait’ is a great idea to combat long queue times, playing 3 survivor games to get 1 killer game in an hour is still too unbalanced, so anything that encourages people to play more survivor is welcome.

  • Just remove Legion from this game mode and increase BPs incentive to x8.

  • @Mandy said:

    We will have some adjustments to Clown during the next PTB in early September, which is right around the corner now.

    So we have to wait another month and a half before we see any changes, whereas the fog vials were immediately nuked in two weeks, I understand.

  • The abandon feature is neither a ‘help’ for survivors nor a ‘rage quit’; it is simply a way to skip the whole pointless end-of-game procedure where you sit there staring at the screen and can't do anything because the Trial is over.

    No one cares about staying on the ground for 4 minutes with the killer walking over you. Is that your concept of ‘taking the L’? Or maybe again seeing yet another Mori for the thousandth time, it's all wasted time.

    I would also like to point out that once all the survivors have abandoned, the killer can do the same, saving time in turn, you are not obliged to deal with the bots.

  • Who would have thought that after years and years of continuous nerfs to survivors and their perks, maps reduced to giant dead zones or storage rooms with two pallets at their edges, minimal support for SoloQs, random buffs to every killer in the roster, Nurse and Blight barely touched, Kaneki released in a shameful state and still going strong, frustrating reworks like what happened to the Clown, 9 years waiting for an item only to see it nerfed after 2 weeks along with the destruction of keys and maps as well, at least 1 year to fix problematic perks like Ultimate Weapon, Skull Merchant situation, bugs and errors everywhere, hit-validation issue, abolition of surv-killer interaction mechanics and more on, people wouldn't get fed up.

    It was only a matter of time before people got tired of being part of this circus, and to my surprise, it took far too long.

  • All they need to do is revert the item to its PTB state (add-ons too) and add a charge cap, that’s it.

    Furthermore, problems relating to opacity on the various maps need to be fixed, as there are maps where the fog is more intense and others where it is practically useless.

  • @ThatRyanB @Rizzo

    Please, there is a serious problem here.

    It has been more than two weeks and we can no longer play DBD because of this error.

    It is incomprehensible that so much time has passed without anything being done, so could you kindly try to urge those responsible to resolve the issue?

    Thank you.

  • All the item needed was a charge cap, but they managed to destroy it in just 2 weeks because people were afraid of a few grey spots on the screen.

  • @ThatRyanB said:

    I totally hear the frustration here and know I personally can't change how these nerfs feel for you, but I do want to make sure the feedback I'm bringing back to the team is as specific as possible and as representative of your experiences in the game as possible. With that, it makes it easier to advocate for changes.

    If you don't mind me pulling this back a step to dig into the details, I'd like to ask two specific questions:

    1. Of the two recent nerfs to Fog Vials (reduced opacity; max 2 charges), do you feel that one of these in particular pushed the item from feeling viable to feeling like it's not worth using? If so, which was it?
    2. If you could make one specific change to Fog Vials that'd push them towards being an item you'd enjoy using, what would it be?

    I hear the more general feedback (and rest assured, it's being collected and shared with the team), but if there are specific facets of the recent nerfs that felt most impactful, I want to make sure I'm giving them my particular attention. That, and things that could make Fog Vials feel better for you (like the great suggestions of increasing the total charges a little more).

    Revert all the opacity and visibility changes for both the item and the add-ons.

    Limit its use to 4-5 charges per match.

  • @ThatRyanB said:

    Hey folks. I totally hear your concerns here, but also want to give some background. Balancing is an iterative process that takes time to find a sweet spot, and this is very much another step in that process. To quote one of my favourite fantasy series', "journey before destination".

    We 100% want to hear your feedback once you get a chance to play a few Trials with this new change, so please let us know how it's feeling. We're here to grab that feedback and make sure the team is made aware.

    "Balancing is an iterative process that takes time to find a sweet spot".

    What do you mean by "time"? You've nerfed this item every week, it already received 4 nerfs since it was released, how do you expect people to adapt to the introduction of a new feature when you destroy it in just 2 weeks? You didn't give people any time to use it and immediately started nerfing it without any reason. And now you're talking to us about giving "time"?

  • good, rare community W.

  • This is unbelievably ridicoulous, enjoy y'all syringes and toolboxes.

  • If you focus all your efforts solely on churning out content continuously, signing agreements to bring in licences, releasing tons of outfits every week, implying that your only goal is to milk as much money as possible by prioritising the health of your product and neglecting the main aspects of the game, sooner or later you'll hit a wall.

    The fact that this game has no decent competitor in its genre is paradoxically a problem, because it allows them to delay or even ignore a whole series of issues, since people will always come back to play DBD because there is no alternative.

  • I'm tired, I don't give a damn about their apologies anymore, they're just empty words because there's no follow-up, no desire to improve, no consequences.

    Taking responsibility is a noble gesture, but after 9 years it's no longer enough; people aren't stupid, this game has been in a pitiful state for too long now, the amount of bugs, errors, cheating, etc... that is slowly destroying this game from within is inconceivable. Myself and other users have had a problem since the release of this chapter two weeks ago, which causes the game to crash every time a trial ends, forcing us to restart the game every time, and nothing has been done about it yet, despite us trying to contact them in every way possible.

    I think the time has finally come to take action, instead of yapping nonsense every time, which no one cares about.

  • @Callahan9116 said:

    Clown is only A tier

    Prractice more and learn to loop and mindgame

    Show us how to do it, provide a footage of your high looping skills then.

  • The state of DBD for the past few years has been as follows:

    Is a new perk/item released for survivors? Are any changes made to the survivor side?

    All of this must first be approved by the pool of killers, who have never touched the survivor side, before it can be implemented in the game after countless nerfs until it becomes unusable.

    It's been more than two years since survivors got a semi-decent perk from MFT, namely Finesse, which isn't even that great. Everything else is just useless junk that will never see the light of day in the meta.

    The substance doesn't change with items, and Fog Vials are an example of this. At this rate, in a few years, people will be totally fed up with it all, and I don't blame them.

    The developers are not exempt from blame. I think it's time they started listening to the other side of the argument and ignored the constant whining of these people before making hasty decisions.

  • All of this is ridiculous, especially the usual radio silence from the mods/devs.

  • I agree, there's no point in adding more rubbish to the bloodweb.

  • The killers who complained about a bit of grey smoke on the screen are the same ones who would tell you to adapt whenever a killer or perk is released that is clearly overpowered, and that you should give yourself time to learn how to deal with them instead of crying about it.

    If I have to wait at least 6 months before seeing a busted killer nerfed, why does it only take a week to reduce the opacity of a couple of grey spots?

    • They complain that no new items have been released for survivors for years.
    • A new item is finally released.
    • They complain that a new item has been released.
    • They want that item to be nerfed until it becomes unusable.
    • They will complain that no one will use that item and that the same ones will always be used.

    A continuous loop, a community base of incredible whiners who refuse to adapt to the game's new features, even the most insignificant ones.

  • This is the result of listening only to the opinions of killers (the bad ones), ignoring those of survivors.

    Anyone with half a brain can see how disappointing fog vials are right now, even with the visceral add-on. If you can't track a survivor in these conditions, it's a killer's fault genuinely.

    Instead, not only will they receive a basekit nerf, but they will also limit its use in the game and nerf the add-on once again (remember that fog vials were already nerfed when they came out of PTB).

    Honestly, it's ridiculous. At this point, I think it's better to go back to medkits and toolboxes if that's what they want

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