Avatar

RichardCarter

RichardCarter

About

Username
RichardCarter
Joined
Visits
312
Last Active

Comments

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512849#Comment_3512849

    Here, I think you need one of those:

    https://us.v-cdn.net/6030815/uploads/22LAILNINLHU/sarcasm.jpeg

    Or mine is broken.

    IMO it is totally fine if Survivors have SOMETHING to gain in their Bloodwebs. The Survivor-Bloodweb has 3 times as many Items than the Killer-Bloodweb and contains huge amounts of Junk because stuff has been nerfed and is not really useful anymore (looking at every Flashlight Add On except for Batteries... Same with Keys) or was never really useful to begin with (most Map Add Ons).

    And as long as BHVR refuses to clear the Junk, the goal should not be to make everything useless.

    But also yeah, I wish a lot of the offerings like luck offerings, mist offerings, etc. were just deleted, I feel like they take up too much space and just artificially makes more valuable offerings rarer

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512849#Comment_3512849

    Here, I think you need one of those:

    https://us.v-cdn.net/6030815/uploads/22LAILNINLHU/sarcasm.jpeg

    Or mine is broken.

    IMO it is totally fine if Survivors have SOMETHING to gain in their Bloodwebs. The Survivor-Bloodweb has 3 times as many Items than the Killer-Bloodweb and contains huge amounts of Junk because stuff has been nerfed and is not really useful anymore (looking at every Flashlight Add On except for Batteries... Same with Keys) or was never really useful to begin with (most Map Add Ons).

    And as long as BHVR refuses to clear the Junk, the goal should not be to make everything useless.

    yes mine was sarcasm, you got me

  • @ThatRedPyramidThing said:

    This last change to BNP was not a nerf though.

    This last change to BNP is actually a buff.

    BNP now gives permanent unregressible progress.

    That's what a lot of people said, and I can actually understand that sort of thinking so I think that's also a good enough reason why my suggestion would be at least considered.

  • @Aven_Fallen said:

    Dont forget that the Odd Bulb also needs to consume the Flashlight. You know, would be fair, since Styptic Agent, the Syringe and, according to you, the BNP would also consume the Medkit and Toolbox.

    Question - if it would consume the Toolbox and shaves off just a little portion of the Gen... What would even be the point of bringing a BNP?

    It's actually a really good idea, making the odd bulb remove the flashlight. Maybe like after you blind the killer, it consumes the Flashlight. But then it'll need to do a WAY stronger effect because just one slightly longer blind isn't a good enough reason the consume the whole flashlight. Good idea though!

  • It's largely opinion based, really, but it's mainly those wanting to know how easy it is to get into the killer and master their powers, NOT how easy it is to win as them. I think Skull Merchant is easier to master than The Singularity, though they're both marked as Hard.

  • The walking hand animations are most likely not bugs and are instead creative licensing changes. There's a lot of them that came with the mid chapter patch, actually.

  • Other people tried recreating the bug and they can't. Unsure if there's an extremely specific parameter that I met or if I'm just very (un)lucky

  • The only sensible argument is that they don't want to be punished if they lose Internet connection. That's probably the only reasonable argument for removing penalties for those scenarios. I say take the penalty and take a break from the game so the penalty timers lessen. Don't keep trying to play an online game on a bad/unreliable Internet connection, else you're gonna start getting hour long penalties.

    Otherwise, the rest just don't want to be punished for ruining the game for others.

  • A capture by RichCart21#9929

    Clip finally done. Actually had a game where the framerates for running Survivors dropped to like 4. The problem appears to worsen considerably when playing as Dredge, but the issue still happens when playing as other Killers and Survivors.

  • Use the D-Pad to perform the mini game. Make sure the stick is not drifting when you perform the hack.

  • The good thing is the game recognizes it isn't at my fault and I didn't get any seeming DC penalties

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400648#Comment_3400648

    Tbf it's only been Knight before now. Before Knight it was GF and Mikaela, and before that it was Blight and David, and Saw was before that (all 2022). So if people missed the part of the update where every new chapter gets their immediate subsequent Tome then of course they'll be confused.

    Ah, you're right, but still, the title just kinda had me floored. Yes she's a boring killer rn but... They can't just exclude her from her own Tome

  • Yes guys, why is the new Killer and Survivors getting a new tome just like every other new Killer and Survivors for the past year or so getting a new Tome? How dare the developers not break the current trend of giving these new characters lore and challenges! I am never playing this game ever again! FIX YOUR GAME BHVR! /j

  • @JonOzzie16 said:

    This has happened to me three times over the past few weeks. It just happened to me mid match and I was booted to the main menu and had to reload the game.

    Edit to specify I'm on PS5

    Crap that's really bad. I'd probably recommend restarting the game every several hours just in case? Still needs to be looked into.

  • UPDATE: This started to happen directly after a match. Was spectating the other teammates after escaping and the game booted me off and proceeded to do the same thing. This concerns me because this means it could happen in the middle of a match.

  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380218#Comment_3380218

    But now you need to make sure that the first time you hook any given survivor is on a Scourge, if that one single hook can't be made on a Scourge, you've lost 1/4th of your perk.

    The dev notes are pretty clear that you only lose a token the first time a specific survivor is hooked on a scourge hook.

    This is why I believe they should make Pain Res a normal perk instead of a Scourge Hook with this nerf.

  • I feel like this might be the most neutral opinion about this developer update in this forum rn lol

  • @Mandy said:

    Xbox Status | Xbox Support - will add this again, please follow that link for further updates as this looks to be on xbox side right now.

    It seems like that as well. I heard it also happening to PlayStation consoles but I don't know for sure. Thank you

  • The good thing is that the White Glyph challenge still counts, you just won't be able to get your BP for escaping, which is why did and why I'm a little salty about it lol

  • @Carth said:

    How are you looking at this and coming to the conclusion that is isn't sided in a particular direction? Survivors get base kit unbreakable and now a stronger variant off the perk(being able to get up multiple times in 22.5 seconds) whereas killers get, what, a 45 second window where they can insta end the game if all survivors are down? Are you regularly downing 3-4 survivors in a 45 second window in your games?

    Because they both get their pros and cons this update. Survivors can risk getting the game cut immediately if they blunder hard enough for everyone to go down in 45 or less seconds, but they can pick themselves up now. Both Killer and the final Survivor get Last Standing effects, Killer and Survivor perks nerfed to accommodate. Seems equal to me

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/340483/nemesis-should-get-an-add-on-pass

    I think his main problem is that once wesker comes out, he's literally a worse wesker. His tentacle should either do damage even when not infected, or they need to make the zombies actually useful.

    True. Again, I'll still love him but he really will become overshadowed by Wesker unless there's some nerfs between the PTB and Live (which I'm sure will come by fixing the hitboxes of his Bound and Slam)

  • @Bwsted said:

    If you see the aura, you ignore the player, unless you're Legion. They can't progress the game.

    If the aura deactivates, congratulations, the survivor just wasted a perk slot.

    Sure, they can try to stay in your face while you chase someone else. Well, two people off gens.

    It's a perk that actively sabotages itself. It might be worse than Self Care at this point.

    I fully agree. If you're not within the range, you're giving the Killer Free information and basically reassurance that that Survivor is not going to be a part of the issue if you see that or a deactivate. Feels like it's helping the killer more than the Survivor at this point I think.

  • @rydiafan said:

    Super cool that the killer knows they can safely ignore you until your aura goes away, and then knows that you no longer have endurance.

    Yeah that is definitely going to be a very good information for the killer that's for sure lol

  • @Crowman said:

    While the Endurance effect is active, your aura will be revealed to the Killer when they are further than 12/14/16m away

    The aura reading is only shown while Endurance is active. If you deactivate the endurance status effect the killer won't see your aura anymore.

    Ok thank god because I was gonna be so bamboozled lmao

  • Just because the cooldown is lower doesn't mean it's stronger, it just means that the perk is activated for less time. If it takes you 15 seconds to approach the generator, then you don't get much Dead Man's value now.

  • bump because I really do wanna know how we could improve be experience beyond just "dealing with it"

  • My first idea is general prompts/icons nearby Survivor icons to tell what a Survivor is doing at the moment. It could be doing a generator, cleansing or blessing a totem, getting chased, opening an exit gate, healing, hiding, etc.

    This can provide about half of the information just is provided through comms on SWF teams.

  • @EvilSerje said:

    I'm speaking about "Strength in numbers" challenge, where you have to have at least one survivor escape while you still in match.

    Trivia (can skip to the next part)

    Another SoloQ example. I'm 1.2K hours (so no comments like "you just have to play more"). I almost never used DH before, so nothing new for me perkwise, using same familliar loadout.

    https://us.v-cdn.net/6030815/uploads/2P8VZPLY5EIC/image.png

    Only once I escaped through hatch as last survivor.

    Only 3 games were not 4K.

    I have starting to get lots of gold and iri "Evader" emblems and be in chases longer than 2 minutes (exept nurse, ofc), which means killers I'm matched with are completely unskilled. Yet almost everytime is 4K

    Tunneling is off the charts!

    Finally got that book challenge because was matched with 3 SWF bully squad and killer was fresh.

    What i wanted to say

    SoloQ is literally unplayable, unless you're some pro tournament streamer. Devs should get up the nerve and make a statement: survivor gameplay is supposed for friend play. SoloQ is not meant to be and it's at your own risk. No problem with that, many quesions will be ceased immediately.

    System requirements: internet connection, PC/Xbox/PS, 3 friends

    Let me give an example: Hunt Showdown. You play 3 vs 3, or 2 vs 2. You can go solo agains duos and gain "underdog" bonus, or agains trios and get super "underdog" bonus. So solo is officially left for streamers, tryhards and challengers. Everyone fine with that. Why just simply acknowledge the same thing in DbD?

    That awkward "you kinda can play Solo, but kinda can't" is really disorienting.

    Another thing that stumbles me

    Why many perks switches off at the EGC? It's like "You lose, but you can play well and go to the end, and then lose anyway". Why? Why killer is obliged to have win? There's some quota?

    But we shouldn't just accept and allow Solo Q to be just "something you shouldn't play", because that's probably a good chunk of the playerbase. There needs Solo Q buffs.

  • @Dunkinspunkin said:

    https://forum.deadbydaylight.com/en/discussion/337125/tunneled-and-camped-for-8-games-in-a-row

    Well, I suspect you're either lying or you have a very, VERY broad definition of camp/tunnel. For example, "oh the killer found me again even though I was just unhooked 30 seconds ago OMG TUNNEL" and "its late game and im on the hook OMG CAMPING ME"

    That's not right.

    Hey, I'm not lying man. If I recorded the gameplay you would know. He sat here throwing yellow bottles the entire time I was on hook. In both games.

  • Like there has to be something I can do to make this better for me right? I don't want to become a complete Killer main

  • There is nothing horribly wrong with camping and tunneling to apply pressure; however doing it at 5 generators at the start can force smart Survivors to just do 3, maybe 4 generators in the time you camp them, especially if they're on comms.

    Use strong perks to encourage getting away from the hook and getting more hooks, such as any of the Scourge Hook perks, No Way Out, Grim Embrace.

    Camping and tunneling when there's only 1 or no gens left however is a completely valid and understandable strategy, especially if you're losing.

    Hope this helps a little bit.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075357#Comment_3075357

    So how do I, as a Solo Q player who cannot communicate with my team mates, who will who have their own ideas, "create a buddy system" that is understood and followed thru with?

    I think something you could try is Bond, Situational Awareness (Better Together), Empathic Connection perhaps and Prove Thyself, letting people know where you are and to help cooperate on generators.

  • @Tactrix said:

    The issue is that these changes would have worked had they addressed the biggest problems which were tunneling and camping. But they didn't. They claimed they did but even in beta absolutely everyone told them repeatedly that their "solutions" to those things didn't work. They didn't work as intended. And as a result this entire meta is killers being much more powerful. I play solo Q on both sides, and let me tell you the killers feel MUCH stronger now, and the survivors are getting creamed easily, it's not even close to balanced. At least not as closed to balanced as it was before this patch.

    Oh for sure. Killers have been camping and tunneling much more often now because they basically have every reason to. It makes me wish that they didn't change the way Endurance works so that way Survivors can last longer during a tunnel situation like that. But I don't think that's a very popular opinion and I know why that wouldn't be a good idea as well.

  • @pseudechis said:

    Give it a week of change tantrum and it'll settle like everything else.

    I hope so. I haven't seen a change tantrum this massive since Boons though, and they had a reason to.

  • @dictep said:

    Adjust to what? Survs perks are bad as hell. 75% increase in gen working when you’re the last surv? 1% of increase gen speed? See other survs scratch marks?

    Adjust to the new perk changes/meta changes. I thought I had made myself clear in the post but apparently not.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075222#Comment_3075222

    Bond, Kindred, Inner Strength and Lithe. Again, what am I supposed to adjust on? Should I just adjust to the 20 hours megs i'm getting in my lobby when I have almost 6k hours?

    That means that your build was not even affected by the changes. The point of my post was about the meta changes and how Survivors are trying to find new metas and getting accustomed to new builds and strategies.

  • @Marigoria said:

    I disagree.

    My build is still the same and I still play solo q. what am I supposed to adjust to?

    Well, what is your build?

  • Been playing both sides, and man I just feel like Killer really has become easy. And that's not just the meta, like, in general with all the buffs. It feels ... Good. But it doesn't feel good when all the Survivors I'm playing against keep giving up!

  • @Jinxed said:

    Survivor was never as overpowered as the killer mains on this forum like to pretend. Dead Hard needed a nerf and gen speeds needed a small adjustment. Swf is a problem and remains a problem, so this patch has done nothing but hurt solo survivor.

    I think that was honestly what I was feeling when I was made this message. I don't think Survivor is impossible, but playing solo is very miserable.

  • @crixus006 said:

    after two hours of the new game, do you think you can say it's impossible? play more days and talk again

    I'll do that, but I doubt I'll have my mind changed by then.

  • Been dealing with this too. Only got to play one killer game before I dealt with these issues. Probably a server outage.

  • Massive disagree. Onryo whiches she was Dredge. She has no chasing power except for potentially cutting off Survivors with a teleport, and trying to juke Survivors after manifesting. Televisions turn off for a very long time without the use of add ons after each teleport.


    Dredge can teleport to Lockers whenever it pleases with a cooldown and 5 tokens. He can teleport into Lockers and cut Survivors off faster and more efficiently at a loop, especially during Nightfall. This can only be countered by W keying out of the loop and away from lockers or locking lockers.


    When preparing to teleport, Dredge can drop a remnant. It can use this in loops by spawning one at a loop, and either force the Survivor into you, the Remnant to which you can teleport to and whack them, or W key.


    Buffed Nightfall makes the Dredge actually challenging, fun, and terrifying to play against. What does Onryo have? The very small chance to condemn Survivors for a 3 second Mori.


    Dredge is way better than Onryo.