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Jarky

Jarky

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Jarky
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  • They said in that very same stream that it'd be nerfed in a 'hotfix', and not when the chapter launched.

  • Yeah they should change these to 'damage a survivor 20 times' (or whatever wording is equivalent to doing a health state). There's no reason for there to force basic attacks when a chunk of the roster don't damage with basic attacks.

    If they want to encourage killer variety, there are dozens of better ways to do it.

  • Because it's a chaos mode and sometimes you're gonna get add-on combos that aren't in your favour. Don't play the killers with those combos that can make their lives harder if you don't want to potentially deal with the low chance it happens.

    That said, I entirely agree with other points here - survivors should also have fully random items and shouldn't be able to bring in items they choose, though I imagine part of the reason they've yet to do that is technical limits.

  • @kaneyboy said:

    I feel like the game needs a huge health update.. constantly as survivor and killer it’s like the game is constantly going against you… also the fact that the killers ping highly impacts survivors game play is highly unfair. The game seriously needs an update to make it smoother and more accurate.

    In terms of mostly rewriting from the ground up - second half of 2027.

    Cote in a recent interview said that massive update we're getting in the second half of 2027 is a separate team 'almost' writing DBD from scratch. It's effectively DBD2 without them releasing a sequel.

  • It doesn't exist anymore.

    They removed it with the first removal of the Stranger Things chapter, and didn't reintroduce it because changing achievements is difficult on consoles unless they're made impossible. They replaced the Stranger Things chapter 1 achievements with ones requiring using universal perks.

  • I think the reason why they're 'suddenly' doing this (if sudden is indeed 10+ years into the game's life and a year+ out) isn't because they want the community to fix things - it's because the massive update in 2027 is a giant rewrite of the game itself. It's effectively Dead By Daylight 2 in a giant update.

    When you start making massive changes like that, you can start then implementing features you wouldn't have otherwise previously done. This is effectively the thing people have asked them to do, which is rewrite Dead By Daylight so it's more stable and can add more features and is of a higher quality.

    I doubt they're even going to give people the ability to 'fix' things as openly as you can in single player games. They called it 'curated modding', so it's likely going to be custom maps, modifying game modes, and probably to a degree cosmetics that they themselves sign off on so you can't just make every survivor skin a giant neon flashing light, whilst also making licensed content probably off limits.

    You can put a negative spin on it if you want, but I think modding tools are a great thing to give your community.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098263#Comment_4098263

    yeah I hear you on that, and the player part of me feels the same.

    The plan is for major changes to be in the mid chapters, there might still be smaller changes in Chapter Releases, depending on what bandwidth is available, but those are not guaranteed (cos of the bandwidth) but I also think having major updates on a mid chapter when there's no new content being added is a wise move.

    Regarding the comments on making changes without testing them, and then having something broken in the game for X amount of time - we've been there before and seen the discourse that it causes so its not something we will aim to do at all. Having them tested and in the PTB is our intention, my team works very very closely with the Live Design team (this is the team who handle the live game, not new content) and we're constantly discussing the feedback we receive and what is planned for upcoming patches etc.

    When we have large killer updates, that eats into the bandwidth that's available, and then there's minimal, if any, changes elsewhere as well, so that affects priorities heavily. It's a balancing act between what will improve the game for X amount of people vs Y amount of people sometimes, as whilst we'd love to do more constantly and are investigating many different ways, we are limited with what can realistically be achieved within the time frames available.

    I appreciate you may not be able to say, but just in case you can:

    As the next major update is going to be the community Chapter with The Judgement, does this mean we're not getting any major QoL or balance changes until October-ish at earliest?

  • Part of what makes a killer interesting to play and go against is their counter-play - the interest of going against Dredge is locking lockers effectively, because similar to pallets, it's a finite resource. If survivors do it badly and just lock everything on a whim, you'll chew through that resource.

    At the same time, it's also something Dredge players want survivors to do, because interacting with lockers presents situations where you can pop out near a survivor interacting with a locker or even occasionally grab one doing it. It makes both the Dredge and the survivor have interaction around his power. If you remove that part of his power, survivors just start avoiding getting near lockers altogether.

    I am all for Dredge buffs - however they want to do that, e.g. more interesting locker placements, how survivors lock lockers, how quick he can break locks, his remnant etc. but making him less interesting to face isn't what they should do.

  • Just got a new e-mail and the code works. Thanks for sorting.

  • It's always 20m, and even ignores elevation differences, e.g. if you throw it off the 2nd story in ormond, the explosion for the killer will appear in the air.

    It has no physics based component to it.

  • @Jay_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095068#Comment_4095068

    The reason they don't want to give as many cakes is because they want players to slow down with progression. I personally don't see the big thrill in progression and i play because i like the game its self. I think players need to assess why they play this game. If they play to get p100 and thats it then why not play something other than DBD that has rewarding progression. If you don't play for prestige then you don't need cakes.

    All this cake issue is doing is drawing attention away from other parts of the game that needs addressing and instead focusing on something that in the grand scheme of the game is insignifficant.

    I could argue BHVR drew attention to it by lowering it in the first place when they could have listened to last years feedback so it wouldn't be something they needed to deal with now.

    Regardless, it's clearly significant enough to enough people in this community, even if it's not something that bothers you, otherwise they wouldn't be talking about it. Your reason to play this game isn't more important than theirs.

  • @Jay_K said:

    What is wrong with the amount of cakes? 27 per prestige level when it only takes about 8 games to prestige during the event you will have plenty of cakes. Not to mention you will be stacking the other 100% BP offerings.

    You only get that many if you play killer. It's around 20 if you level survivor.

    That's not what people's main complaint is though - it's that they have progressively gotten lower the last 2 years for no obvious reason other than "it's intended", when the drop rate for the first 5 years worth of anniversary cakes was similar and the game was doing fine.

  • I'm not normally the first to jump to AI accusations immediately, but I'm guessing AI read 'Boon: Shadowstep' and assumed it's something that teleports people around the map, 'cause Shadowstep is a teleporting skill in other games.

    Not the end of the world, but lack of proof reading isn't great.

  • Yeah they've made cakes rarer this year.

    I don't know why, it's a celebration of 10 years. Does it really matter if people earn thousands of anniversary cakes?

  • Plus side you have until the second half of 2027 at the earliest to upgrade, but I hope if they are going to drop support for console users on older generations that they announce it early enough so people can prepare.

    It's a double edged sword, the game is 10 years old, going strong, and they want to continue supporting it for another 10 rather than making DBD2. It deserves to evolve and modernise itself without being shackled to older generation consoles, and the side effect of that is potentially dropping support for older platforms. I feel for people who aren't easily able to upgrade though.

  • Hens has some pretty good builds for each killer that are worth looking at: https://hens333.com/killerbuilds including beginner ones.

    I'm not a Freddy expert, but in terms of tips:

    • Do not use your power (both pallet and snare) on survivors that have the yellow clock icon on their portrait - as they're fully immune to both. Unless it's advantageous in the moment it's worth chasing any other survivor (particularly ones already in the dream world, or those with the white clock timer on their UI). Survivors with the white clock will be put into the dream world quicker if you use either a pallet explosion/dream snare on them.
    • This will come with time but do not neglect your pallet power, and practice switching between both dream snares and dream pallets and using them where appropriate.
    • Dream snare does NOT go over holes or drops in the environment, so plan accordingly, e.g. If you're in The Game and the survivor is looping you on the 2nd floor around a hole that drops you to the 1st floor, your snare won't go over the hole to them. That said, it does go through walls and objects, so definitely use it to do so.

    That's about it from my end, I'm sure other more experienced Freddy players can give better tips.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038291#Comment_4038291

    I'd love to dig into that first point a little so I can make sure your feedback's noted down. Which role are you playing as and would you be able to explain what's making this feel unplayable?

    I'm not the person you responded to, but to give you some feedback on freezing pallets:

    I play both killer and survivor, and freezing pallets is largely a pretty big killer buff and makes the chase feel uninteractive and frustrating on the survivor end because they are largely your only defence other than windows and freezing pallets doesn't take that huge an investment for the killer to do. Likewise if you're against a team of survivors who use it on god pallets when they're thrown, you're just staring at a frozen pallet for 7 seconds.

    There are some things you can do as survivor, like pre-freeze it from afar so the killer can't, but I do wish BHVR wouldn't mess with chase flow in events by affecting actual pallets.

    I appreciate you're limited in the scope of what you can make an event do in DBD in terms of how it affects gameplay, but messing with chase mechanics is one of the most consistently frustrating ones. Now, thankfully you have a normal queue so I can just ignore it, but there isn't much fun to be had on the receiving end of "Oh the pallets frozen, guess I just get hit." or, on the other end of it, "Guess I just can't kick this pallet because it's been frozen whilst down".

    I genuinely enjoyed the previous years when it was more about just having fun throwing snowballs and goofing around in snowmen. It felt chill.

  • I doubt it - Demo kept his lobby music and chase music, Pinhead has kept all his voice work and music, so I don't see any reason why Myers would lose his.

  • Can see the renamed perks here:

    https://deadbydaylight.com/news/halloween-leaving-dead-by-daylight/

  • Joyce and Hopper as the 2 survivors and a Legendary skin for Nancy for Robin if I had to guess

  • I believe an Esoteric hook is basically every hook on the map. I can't login to confirm, but that's how it was in previous versions, so you just need to hook 40 survivors in general in the event game mode, not in the void specifically.

  • They said that the first HF changes wouldn't be that substantial due to the limited time to get it certified.

    Hot fix 2 is where there's apparently more substantial changes to her which is next week. I was hoping that the infection on hook disappearing was there in HF1, though.

  • Out of the 3 killers released this year, the actual problem with TWO of them (Krasue/Ghoul) is that they actually listened TOO much to the feedback of reactionary forum/reddit users rather than their consultants. A large chunk of people considered Ghoul 'weaker than Legion' in the PTB, so they buffed him. Turns out, he was even incredibly strong in the PTB. There WERE people who called him S tier in the PTB (Tofu for one), but that feedback was drowned out by the 'weaker than Legion' reactionary threads.

    Krasue also was referred to as a 'C tier killer' by many, or average at best in the PTB. She was a bit clunky, but A tier even in the PTB, but unfortunately the feedback they listened to was the louder 'she's average' people and they mega buffed her. BHVR themselves thought she was strong in the PTB because they gave her the 'strong killer' anti-tunnel incentives. Had they actually stuck to their gut rather than listened to the people calling her mid she'd probably be in a better state.

    So no, I don't think their issue this year is they're not listening to feedback or purposely releasing OP killers, I think the problem is they're listening too much to the wrong loud feedback.

  • They were initially added as part of the anti-tunnel unique hook buffs, because the pistons would light on fire when you had basekit pop available after unique hooking a survivor.

    Why they didn't back it out with the anti-tunnel, I don't know, but I suppose in some respects it's a very minor killer buff because a killer player can now more easily tell a gen's progress further away.

  • This isn't an order of operations - when I'm facing Krasue, I'm facing Krasue. I'm not facing Nurse and Blight and Krasue at the same time.

    If a killer is obnoxious and strong to go against, then they're obnoxious and strong and should be addressed. Would I love it if they also addressed other obnoxious or too strong killers - yes obviously. But they've just added another to the pile, so I'd rather they also address that one too asap. Same reason they needed to nerf clown's haste bottles - Nurse and Blight were clearly stronger than him, but it doesn't mean you just leave him because someone else is stronger.

    It's also arguable she's 3rd. There are people thinking her counterplay is even worse than Nurse and that she's potentially stronger. That's how bad she is.

  • I think this is because they're single map realms.

    If you add the totals of Coldwind's maps (the realm) together, it's 6.85% chance to get sent to that realm. I don't know how this works out in practice because I'm not that great at understanding percentages, but presumably, the chance to going to other realms isn't less in practice.

  • The remaining original killers are likely to happen at some point, they've gone back and updated older ones previously, so I imagine that will eventually happen and Plague, Wraith, etc. will get unique terror radius/chase music at some point.

    Licensed ones is out of BHVR's control. They need approval from their license holders to update their chase music, so while not impossible, it's far less likely. It happened with Ghost Face, though that license is arguably one of their easiest to work with.

  • @OrangeBear said:

    That really sucks but i guess it's a nintendo problem

    edit : i just realised, this means switch can't cross play for 2 weeks after each major update? That's devastating.

    Depends how they're gonna do this. If they get the patch 2 days after the chapter/mid-chapter releases, they should have crossplay enabled for roughly 5-6 days until HF1 (which other platforms get), then it's unavailable for a week while the other platforms are on HF1 until HF2 releases for everyone.

    Still sucks regardless, but hopefully it's just those 2 days and then the one week rather than two straight weeks?

  • Probably. Capcom are pretty good at licensing out their content, so I don't see why we won't get more skins in the future at some point.

    I feel like with Resident Evil skins, it's less a question of 'if' and more a question of 'when'. The characters are very popular in DBD.

  • @Callahan9116 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992130#Comment_3992130

    ItIt's not 90 seconds each time, it's 90 seconds total. When they have reached that 90 seconds across all downs they can pick up whenever the bar is full (32 seconds base i think) you are actually doing them a favor by letting them stay slugger if the killer doesn't know where they are.

    I'm aware, and that number may need to be tweaked/mechanic may need to be tweaked and if so, then so be it, but that's still a risk because no situation works 1 to 1 like that.

    If the killer has someone on hook, someone needs to be healed, someone needs to be doing gens, someone is being chased, someone needs to be unhooked, or maybe there's a totem that needs to be cleansed, having 1 team-mate on the floor that can't help with any of that for 90 seconds is a risk.

  • This is just not true and anecdotal with all due respect.

    I've played DBD since 2016 and these gameplay changes haven't made survivors suddenly less caring about team-work. If anything, the opposite has happened. Early DBD the survivor side had so many resources and strong perks and strong maps, that team-work barely mattered because 1 survivor was so much stronger back then than they are now.

    Pre basekit BT, you hoped your team-mate had BT and if they didn't you'd not infrequently get unhooked right next to the killer and immediately go down, which is also why you'd equip DS so often. Pre-Improvements UI my team-mate were often doing nothing just as much as they do now, the only difference is I can now see they're doing nothing.

    I'm not going to leave my team-mate slugged just because they can pick themselves up in 90 seconds. You've said it yourself, 90 seconds is a long time for a survivor to be spending on the floor doing nothing, I will almost always want to pick them up and if anything them being able to crawl and move towards me whilst recovering makes that even more beneficial to do.

  • @ThatClownMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989522#Comment_3989522

    You do realize that the inequality is going to increase due to survivors being able to counter against low tier killers with ease, right?

    Why should that stop improvements to gameplay? Why should improving the core of the game be held hostage because low tier killers exist? Should we not add improvements to basekit killer because S tiers exist and it affects them more? If so, we need to revert a bunch of basekit improvements killers have received.

    But again - this is just people missing the point of my post. Add corrupt basekit if they have to, add some form of gen control basekit if they have to with these changes, I don't care, so long as it's done in an interactive and interesting way. Improving the game health and making the gameplay less frustrating for a lot of people is more important than keeping stuff the same just because 'well it's always existed' or 'well what about (x) killer' or 'well just bring this perk'.

    These PTB changes are definitely going to need tweaks, I haven't said otherwise, but it is the right direction for the gameplay of DBD because only catering and designing for (x) tiers or 'high MMR survivors' is asinine and ridiculous.

  • I know a lot of killer mains are gonna hate this because it's been how the gameplay has been for 9 years now, but this is a healthy direction for the game.

    Removing unenjoyable uninteractive and frustrating gameplay and encouraging healthier playstyles for both sides is ABSOLUTELY the direction they should be taking DBD. If this results in killers needing basekit buffs to their kits, or more buffs to encourage the anti-tunnel/anti-slug playstyles then so be it, do it. The game shouldn't remain with frustrating elements just because they've always existed.

    And no, just use (x) perk is not the answer. Fixing gameplay issues with perk design has always been a negative of DBD imo (and yes, I also have that opinion for the killer side).

  • @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.

    Whilst I understand that, these Fog Vial changes didn't feel like an iterative change. The changes to reduce them to 2 charges was locked in over a week ago before people had a chance to play with and against the new numbers in HF1, so it was really a giant nerf from release fog vials to now in 2 hot fixes.

    Meanwhile, Clown who's had equally as passionate feedback about how miserable he is to go against and play is waiting for PTB testing so is left in that state for 7-8 weeks. I appreciate that survivors won't always go against a Clown, and killers are more likely to see Fog Vials, but the speed at which balance changes happen/iterate seems very inconsistent from the mid-chapter/chapter release to when they'll be addressed based on feedback.

  • It's 905.mb for me - I'm on steam.

  • That's Jim. We love Jim.

  • There are two separate bloodpoint pools in this game.

    Standard Cap Pool: 5 million (as you know)

    Gifted Pool: From codes, login rewards, monthly grade reward, etc.

    You can continue earning 5 million bloodpoints from the 5 million cap regardless, even if your gifted pool pushes you above 5 million together.

    So for example - if I'm at 4.5 million standard and I login and BHVR gift me 1 million, I now have 5.5 million Bloodpoints. I can continue earning 500k bloodpoints from my standard pool until I hit 6 million.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973197#Comment_3973197

    Indeed. But Clown's entire power is about closing distance, despite it's boring to play against, despite it's not strong in map pressure (which is better for him now), it's who Clown is. Freddy (previously more) and Skull Merchant are just worse Clows with different utility.

    I don't disagree - his power design is to be strong in 1v1 whilst not being strong across the map as a whole, but if they've pushed him towards less skill expression than he previously had and made him even more unenjoyable to go against (though I appreciate that's subjective), they have pushed him in the wrong direction in my opinion.

  • They are bad, yes, but not for the reason you're implying. He's overall buffed from his pre-PTB version.

    They're bad because he's now somehow MORE obnoxious in 1v1 chase. He's gone from slowing survivors down to just self hasting himself almost permanently to just catch up before a survivor can get to somewhere safe, with the occasional purple thrown in which takes less skill than it took before and is somehow more effective.

    On top of that, because killers have ways of adding MORE haste to themselves with perks, which is way more accessible than applying hinder to survivors with perks, he can now just haste stack himself to oblivion easily.

  • My personal preferences aside or how I feel about him - play what you want. You paid for the game/character/etc the same as everyone else so if you enjoy him, play him.

    It's ultimately BHVR's responsibility to balance/design him, not yours to self moderate the content you play based on other people's expectations. People will criticise you regardless, may as well enjoy the game.

  • I think the herbs were a specific tie in to the Resident Evil 2v8 Event, so I imagine the upcoming version of it won't have them, as it's no longer Resident Evil themed.

    I could be wrong and maybe they'll be a permanent addition - but that's my assumption.

  • We know there's going to be a 2v8 set of challenges to come for this rift (as they showed it in the PTB), so the fragments you'd earn from those would also cut this down. This is not including any other 'event' challenges they may add to the game over the next 12 weeks.

    I think this is more of a 'wait and see' situation - but it's a fair worry. If they have genuinely made it much grindier than it was before then they should re-evaluate. One of the great things about previous rifts was how chill they were to complete.

  • It is the Enforcer class Killers can choose in 2v8.

    image.png

    It effectively gives their team-mate coup de grace for 15 seconds when you go down with it. it's just letting you know you have that mark on you.

    EDIT: Added the in-game description image for clarity.

  • It appears to still be bugged unfortunately.

  • I imagine it's highly unlikely they would ban you for using these skins considering it is their error and it doesn't offer you any inherent gameplay advantage.

    Chances are, when they fix this though, you won't be able to equip them anymore.

  • I don't know this 100%, but typically after major updates, DBD has to occasionally recache shader compilations - often you'll find the first time you face a killer after an update will cause stuttering for the first game or so on PC as it compiles then caches them. It's a common thing people encounter on UE5 PC games.

    Have you had stuttering since you've played him in subsequent matches?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875132#Comment_3875132

    "I think DBD can be designed in such a way that eliminating a survivor from a match is achievable without tunneling and camping being the go to and most effective strategies by rewarding the killer MORE for spreading out their hooks rather than rewarding them the most by 3 hooking 1 survivor out ASAP."

    You can already win most of your games without tunneling or camping. This is possible. However, it is not the easiest way to play the game. And this is the issue - turning the game into a 3v1 ASAP is the easiest way to play, and the most efficient way. If you want to change this behavior with rewards, those would be even stronger than tunneling someone. Not really imagineable that the Devs can go for something like that, because even with the Eruption-Meta, tunneling was still the best thing you could do.

    It would need some reward for spreading hooks and some punishment for not doing so. (E.g. people brought up BBQ sometimes as such a reward. But BBQ was a bad reward, because you could still get all Stacks even if you tunneled, so there was not really an incentive to not tunnel)

    Some people say MMR needs to be around Hooks, but they fail to understand that MMR is not a reward or anything. (IMO MMR belongs in the bin anyway with Rank-Matchmaking returning with some Tweaks from before AND a big Rank Reset each mont)

    And I 100% agree with you - I rarely tunnel and camp my survivors out and win a lot of my games, however many killers go to strategy is tunnelling because it is the most effective thing to do.

    I think it's entirely possible they can encourage chasing a different survivor and discourage going after the same survivor who's just been unhooked by implementing core gameplay mechanics which support that. I don't think tunnelling and camping should be ELIMINATED strategies, as meaningful choices in gameplay is more interesting than removing choice entirely.

    My rather blunt and to the point opinion on DBD's balance state at the moment is that a lot of its design and gameplay issues (on both sides to be clear) are solved by perks rather than being implemented in the core gameplay experience and I think BHVR should be looking at why that is.

    Regardless I do agree with the main large point of Almo's conclusion. In spite of the gameplay and design issues I think DBD has, it is by and large exceptionally fun a lot of the time.

  • I don't particularly agree that camping and tunneling is some of the reason DBD is successful compared to other asyms - maybe it's not what was meant in the initial point raised. I think the main point is that DBD is a game of push and pull and being able to eliminate a survivor from the match is the PART that makes it successful, which I agree with. I don't think DBD should ever have revive mechanics in its survivors.

    I think DBD can be designed in such a way that eliminating a survivor from a match is achievable without tunneling and camping being the go to and most effective strategies by rewarding the killer MORE for spreading out their hooks rather than rewarding them the most by 3 hooking 1 survivor out ASAP.

  • Okay - if you purchased it from the shrine (which if you have it on Dwight, Claudette, etc. would make sense), Tier 1 should be available in Lara's perks if you look for it.

    If you don't have lithe at all on Lara but you do on other characters and Feng is locked you may need to contact support to find out why you have a mismatch.

  • @nnicos said:

    So I have to buy Feng Min and prestige her now? And how is it possible that I had her perk on someone else?
    Thanks for the (very) quick answer btw.

    Did you initially have Lithe unlocked via the shrine rather than purchasing Feng?

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