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SirCracken

SirCracken

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SirCracken
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  • Survivor: Flashbang

    Incredibly useful and also difficult to use perk that allows you to turn un-safe loops into mindgames if used well.

    Killer: Forced Hesitation

    Disgustingly underrated perk that allows you to chain downs together and heavily punishes survivors who try to body-block or farm hooks. Seriously, anyone reading this should pick up Nurse, Blight, Huntress, Oni, or Knight and use this perk. It can singlehandedly win you games!

  • @Chocolate_Cosmos said:

    I rly love the concept and idea but it feels hard to get value out of it. Maybe it should be buffed?

    It should be buffed.

    Make every kicked generator permanently affected by the perk so you only have to kick each gen once. And if any of those kicked gens get repaired you receive the undetectable and haste.

    Very simple buff that allows that makes it be easier to use.

  • @Krazzik said:

    Hawkins is a killer-sided map though.

    That highly depends on the killer you're playing.

    Trickster? There's almost no room to dodge knives and the walls make it harder to tell where he's coming from. After his buff next patch the map will easily be a free win for him 99% of the time.

    Hillbilly? You can barely go 5 meters without bumping into a wall. There's so many corners that the only time you'll be hitting people with your chainsaw is at point-blank range. And there's loads of incredibly safe pallets to make doing this very difficult.

    Overall, it's a super polarising map. And a map that entirely invalidates certain killers whilst empowering others is bad for the game.

  • @SqueakyArmor said:

    I'm saddened by the lack of weapon variety that Knight has. He has nothing but claymores. Why doesn't Knight have a weapon arsenal? Images below are an example of what I mean by 'Great Hammer'.

    https://us.v-cdn.net/6030815/uploads/7CJHT9P0HJ1C/image.png

    https://us.v-cdn.net/6030815/uploads/GDGWT0RTRWWF/image.png

    It could be done! Skull Merchant has weapons with unique sound effects & animations. And now that the Naughty Bear skin for Trapper is in the game unique mori's are possible too.

    A special skin for Knight that gives him a mace and changes his mori to have him and his guards hold the survivor by their arms as Knight violently beats the survivor to death would be very cool!

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586181#Comment_3586181

    Okay, as a Pig main, could I please get a crate of those Mk II Bear Traps?

    Ask your local retailer and see if they have any in stock!

  • @Leguś said:

    https://us.v-cdn.net/6030815/uploads/LS57SVE9ZG6O/image.png

    LET ME PLACE THE DRONE HERE!

    AAAAARRRRRGGGGGHHHH!

    The problem is that her power has a height requirement which in turn makes spots like these into Drone deadzones.

    Oi! You gotta loi'cense for placin' that drone bruv?

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586181#Comment_3586181

    Do you accept credit cards? I am in desperate need of a Coldwind Cutter MS250. My neighbors are a real pain.

    Yep. Free shipping costs with your first purchase!

  • @Iron_Cutlass said:

    Being that DBD is something that I enjoy (obviously since Im on the DBD Forums) and I also love making and looking at art (Im an ArtEd Major), I think it would be nice to kind of highlight many of the community's artists.

    So many of them are insanely talented and deserve a TON of support and recognition, and while I do see some art posts on the Forums occasionally (mostly C3Tooth's art... which btw they are also an amazing artist so go check them out), I think it would be nice to kind of draw attention to these amazing creators!

    So, if you are an artist, and create DBD-related works, feel free to share your art below, get the recognition that you deserve...

    I don't usually make art, but right now I'm working on a mock-up advertisement for some of the tools and equipment that DbD's killers use called "Home Depot by Daylight". And as part of video production I created 5 ads for reference. Here they are:

    Macmillian Traps Ad.png Kramer's Contraptions Ad.png Thompson & Son's Ad.png Sawyer Industries Ad.png Redeemer Model 600 Ad.png


  • @crustydustysock234 said:

    Save The Best For Last is completely useless on Demo, Ailen, Nemesis or any other killer that can damage survivors via their M2 attack(their power). It also hinders your agility of getting better at their powers. You should never be using your basic attack to the point you get 8 tokens of Save The Best For Last when you have an M2 attack that damages. That perk slot should be used for something stronger like an information or slowdown perk. Save The Best For Last should only be used on killers with little to no chase potential (With the exception of Deathslinger as he's a 4.4 killer)

    We are reaching near-lethal levels of copium intake from this post!

    Being able to stop STBFL from losing stacks is incredibly powerful. It is sometimes easier to just hit a survivor with a basic attack instead of your power, or they'll be caught in a dead-zone and don't need to be hit by your power.

    Cutting down your attack cooldown time by 40% permanently decreases the amount of distance survivors can make between hits, allows you to combo hits into your power, makes body-blocking less effective, and tears through endurance with ease!

    You don't have to use STBFL to win with killers that already have good chase powers. But it is undeniably useful on them regardless.

  • The devs have absolutely no idea what they're doing. People give them far too much credit. For every positive change the game gets, there's two negative changes.

    Macmillian and Autohaven maps made fairer? Coldwind, Asylum, and Red Forest maps made worse.

    Chase icon added to survivors to give more information to solo que players? Entire UI reworked to be more difficult to read.

    Auto-purchase feature added to bloodweb? It's only usable after you've already prestiged a character at least once.

    Eruption nerfed from being OP? CoB, Overcharge & Hex:Ruin over-nerfed and made near useless.

    Released fun and interesting killers like Wesker and Xeno? Sadako and Skullmerchant re-work that neuters their skill expression.

    Etc...

    It really seems like any change the game gets is completely up to chance as to whether or not it'll be good. BHVR doesn't ever learn from their mistakes. In fact they seem to constantly repeat them ad nauseum every couple of updates. It's genuinely depressing to see how much potential DbD has get squandered because someone on the design team thought that adding in more clutter to The Shattered Square would help fix the map. 😞

  • @KnightOfSumeria1 said:

    •Can the guards insta down survivors if survivors have the exposed status effect?

    •What perks work with Guards? Example: Does Force Hesitation, Forced Penance, Thwack, etc work if a guard does any of the required actions?

    Forced Hesitation works and is an extremely powerful perk on Knight as it allows you and your guards to combo hits with each other if either of you gets a down next to another survivor.

    Forced Penance also works but I'm not sure about Thwack.

    Gen regression perks will not work when ordering a guard to break a gen but Surveillance works like normal after a guard has finished breaking a gen. You can also run PGTW and decide which gen to use it on by kicking the priority gens yourself for the extra regression and ordering your guards to break the others so you can conserve PGTW until you want to use it.

  • It's in a pretty weird spot where sometimes it can can be really useless or really obnoxious. If you're already facing a fall when downing someone you're immune to being blinded. But if you're in an open spot that would normally be safe from flashlight blinds by just turning away from where the survivors are, they can still sprint around you to get the blind and it feels extremely cheap.

    Imo they should really change it to giving the person you unhook a 5 second sprint burst if they decide to run within the next 10 seconds. As the perk is now it's just very awkwardly designed.

  • @SweetbutaPsycho said:

    I get it. Most of you have 8k hours or more in this game. You know all the loops, you know all the maps, you know most of the things that are possible in this game.

    You have played like 2000 matches, know every perk, know how to loop every loop, know which killer can or can't do what.

    I get it is boring for you

    but can you please just play the game normaly anyways? I know it is easy for you, I know I am no challenge for you with my 1000 hours.

    Would be nice if u still wouldnt bully me by teabagging me after every pallet, jumping in and out of lockers when Im not chasing you, insulting my mother in endgame chat, telling me how easy it was, posting on my profile how easy it was even befriending me and writing how easy it was.

    Would be nice if I could go more than 4 matches in a row without this happening.

    I'm nor all the other killers are choosing to play against you when I/they are clearly not at your level. MMR just puts us there.

    Would be nice if you would give me the chance to improve my gameplay against you in a normal match or even the chance to play DBD without having to put myself on private all the time.

    And if you are apparently that bored with the game that you need to be toxic to still draw any sort of fun out of it maybe it is time to consider what god matthew said and "play something else for a change"

    Thank you and good night.

    I don't know what survivors you're getting.

    All the P100 survivors I get are complete clowns who usually give up at the first sign of inconvenience 😂

  • People defending Hawkin's until Trickster gets buffed and they realise how little they can do against projectile spam in a map entirely comprised of narrow corridors. 😐️

  • @tjt85 said:

    Could be neat and I like the idea, but I'm finding Demo to be tons of fun already and I'm not sure this Killer urgently needs a rework. Then again, I know they're not a fresh Killer to a lot of older players, so maybe a rework could be a good thing in the longer term to shake things up.

    Demo might be the most fun I've had playing Killer for a while. Seems to be pretty strong too and (a very big plus for me) very controller friendly. No idea why BHVR rate them as hard, though. I feel like I've gotten the hang of this Killer pretty quickly (and yet I still struggle with Xeno). Maybe practice with The Twins has helped a bit, because he plays a little like a very big Victor.

    Anyway, I'm so, so glad Stranger Things is back.

    Side note, those buffs for Demo a little while ago suddenly make a whole lot more sense now!

    I agree that Demo doesn't urgently need a re-work. His shred is still pretty good and a lot of the older killers are in a much worse spot than him. Namely Michael.

    I just think it would be cool for the more underwhelming side of his power to be brought up to it's full potential. BHVR has been doing a few killer re-works recently. So it would be nice to have one that actually works at making the killer more fun to play as and against, rather than exasperating the issues that the killer already has.

    *Cough Cough* Skull Merchant *Cough Cough*

  • It seems to only happen around certain tiles. Usually in the newer maps.

    An example I'm consistently able to replicate are the guards being looped on the first few steps in the RPD lobby. And getting stuck on the wall next to the window near the lobby.

  • @Pluto_1 said:

    This just started today. They are as dumb as a box of nails. If the survivor runs in circles, the guard will also run in circles behind them. They don't close the distance anymore?

    lol they've been like this for a while now.

    I'm waiting for their pathing to be fixed whenever a hunted survivor drops a pallet so they walk through it like they're supposed to instead of taking a massive detour for no reason.

  • @TheSubstitute said:

    It seems like it's going onto the scrap heap along with perks like Ruin (almost never seen either as it being a hex with only 100% regression and deactivation as well), CoB, etc

    I much prefer it when I have a buffet of good options to pick from and now it's really back to SB, Lithe or BL for exhaustion options. To be honest, I was expecting a nerf to the speed boost as current MFT way outperforms Dark Theory. However, with the proposed change, I don't really see any reason to equip it other than if I know I'll see a Legion or Deathslinger.

    I'm all for the necessity of making balance changes but can we not make things almost useless when they happen, please?

    Agreed. The perk needed to be toned back a bit, but this is far too big of a nerf!

    There is no way to consistently procc deep wounds. The most you can do is deliberately run into the killer after being unhooked. Which is a dumb idea that invites the killer to tunnel you out of the game. Or hope that your killer is Legion or Deathslinger.

    Using Dead Hard also isn't guaranteed to work since you have to have already been hooked. And even then it's only useable, at most, twice per game.

    And a perk that requires you to have a status effect that you cannot have consistently is never going to be chosen over other perks that can give value on demand 100% of the time.

    No one is going to use MfT after the next patch. They've given it the Call of Brine treatment.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574072#Comment_3574072

    You dunno that people only die ‘early’ on hook due to rage quitting.

    The overwhelming majority of players who kill themselves on hook do so because are rage quitting. On rare occasions they do so to speed up the game when the killer has already won and is in the process of hooking everyone.

    But most of the time it's these highly selfish and entitled survivors that give the killer a free win in the first place by giving up on hook. And it's a damn shame than so few people in the community have no problem with this.

  • @Grigerbest said:

    Hi.

    As you guys all know about the game rules of DBD (Tho you should check all game rules before playing any game), there is nothing in the game rules about "Survivors DC penalty avoiding" (purposely killing themselves on hook).

    You can check here - https://forums.bhvr.com/dead-by-daylight/kb/articles/139-game-rules

    It simply states this:

    ABOUT DISCONNECTS BANS - DO NOT REPORT

    Disconnections are penalized automatically by the disconnection penalty system. Please do not report people for disconnecting; no further action will be taken on these reports.

    It's clear that "Killing yourself on hook to prevent the penalty and move on to the next match" should be a part of a Unsportsmanlike conduct, should be reportable, and should end up in a temporary ban if it's done on a regular basis, in terms of "Rage quitting".

    Now let's move to the (imo) basic question - why? Or why it should be considered as unsportsmanlike conduct?

    If some of you ever played ANY MOBA games like Dota 2, League, Smite, Overwatch 2, etc... You will find the same caterogy, but it might use a different words. Basically - Regular DC's from a match (or rage quitting), Griefing (standing afk, feeding your opponents, Interfering with your teammates game) will result in a temporary ban, which can go longer and longer after relapse.

    Why DBD falls in the same category:

    Aside from a killer gameplay. Survivor's gameplay unites a Team play or Working as a team. This makes the simple statement about this: By leaving a match (or feeding your opponents and etc), you as a player make the overall expirience from a match worse for other players, that you're playing with. And it should be cought by reporting this player's behaviour.

    After recieving enough reports, a player who constantly violating the TOS, should end up in a punishment.

    The problem I'm having with all this:

    Somehow, "Killing yourself on a hook" is not considered as a reason to report. Imo it should be considered as "Rage quit". It's clear to me that this kind of behaviour is ruining the overall Impression about the game. Especially for newer players.

    "I brought this game so If I don't wanna play against a legion, I can freely leave a match" - This is imo, the most ridiculous, selfish and unaware excuse that I sometimes see people bringing in this types of topics, I suppose that never played any MOBA games before, or have no morals and sympathy for any game's matches.

    "We have bots now taking over a player, so it should be ok to DC from a match" - As ridiculous as previous one, the game like HotS (Heroes of the Storm), there were the same "bot replacement" but the players were still getting banned for leaving the games. Personally I think the bots are not treating the problem, even for killers. (At least right now)

    This behaviour is unacceptable. You can not defend it by any means.

    In my opinion, a player can freely leave (DC) from a match only with a few basic reasons:

    1. (Obviously) Playing against or with a cheater, that prevents players from completing a match.
    2. Killer (somehow) blocking in the obstacles 2 last survivors with gates are closed. Holding them hostage.
    3. Bugs and other circumstances that player can not control. (Getting stuck, killer's ability broke or gone and etc...)
    4. Server issues. That makes the match irritating to play without any control of a player. (Everyone in a match having high ping, server disconnects)

    In any way, Mod's opinions are more relevant. Since they more educated in a game's TOS. But I still want to read about your opinions on that topic guys, feel free to write from your hearts!❤️

    The criminally low amount of upvotes on this post speaks volumes about the DbD community's entitlement.

    Literally every other multiplayer game highly discourages if not outright punishes people who rage quit. But because the devs put in a mechanic that allows you to "lawfully" rage quit it's suddenly completely fine the ruin the game for everyone else in the match?

    Pure delusion.

  • I don't think it should be made part of the base game. It's a special event and having it around all the time would ruin what makes it interesting.

    Although I would love a killer power based on the mechanic of going in and out of a special area like the void. It's what I initially hoped Demogorgon's power would be.

  • Why does adding in a basic feature that most games have on launch takes months of development time? 🤔

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571522#Comment_3571522

    I think you're completely off the mark in understanding where the problem is here.

    Wraith can't injure survivors while invisible, he's forced to uncloak, which takes time and slows him before he can swing, which also means he has to drop invis.

    Pig similarly has to either stand up and be detectable, or growl loudly to hit. Using her power takes her out of stealth, and she's very slow while stealthed.

    Ghostie is the only one who can move normally and attack while stealthed, but it takes several seconds of setup time and survivors can literally cancel it.

    SM has full mobility, no slow and can even gain her move speed to be faster, and injure survivors with her normal attacks while undetectable. There's no way to turn off the drones mid chase, which is the only counter play, without giving up a free hit, and you're likely not gonna finish the hack anyway.

    Saying these are all identical is misunderstanding the issue at best.

    The only person whose off the mark here is you.

    I made a great effort in explaining how each of these killer's powers are different not identical as you claim. My point was that every other stealth killer had not only better stealth than SM, but also had additional benefits on top of that. I made this point to refute the erroneous claim that SM's stealth was "broken" and in need of a nerf, which it clearly wasn't.

    The point you are apparently responding to, and a point I never made, is that every single other stealth killer has the same power and therefore, have stronger stealth than SM. And the disconnect between the reality of the game and your counter arguments attempting to disprove this strawman show.

    Wraith can't injure survivors while invisible, he's forced to uncloak, which takes time and slows him before he can swing, which also means he has to drop invis.

    You conveniently leave out the fact that Wraith moves considerably faster than a normal killer while stealth'ed and is able to gain additional benefits on top of that speed while cloaked using add-ons. The downsides he has of having to uncloak and slow himself down before he can land a hit doesn't make his stealth worse than SM. It makes it balanced. And even then it easily one of the most powerful stealth abilities in the killer roster.

    Pig similarly has to either stand up and be detectable, or growl loudly to hit. Using her power takes her out of stealth, and she's very slow while stealth'ed.

    No experienced Pig player uses her ambush attack out of stealth because it is highly telegraphed for the reasons you just mentioned. Instead, they simply uncrouch when they're close enough to land a basic attack or if they can't approach the survivor without being seen. Which is a fact I already mentioned in my previous comment.

    Ghostie is the only one who can move normally and attack while stealthed, but it takes several seconds of setup time and survivors can literally cancel it.

    What set-up time? GF's stealth can be activated instantly if it's off cooldown! If you're referring to his ability to expose survivors, then you should know it's an ability that compliments his stealth but is still separate from it. Which is just another reason why SM's stealth is inferior to other killers. Speaking of which, I think it's about time I address your incredibly inaccurate description of SM's stealth.

    SM has full mobility, no slow and can even gain her move speed to be faster...

    SM can only gain speed if someone happens to get scanned by her drones. But is SM using her power for stealth, and thus not actively chasing anyone, there's no reason for her to get a speed boost since survivors can easily avoid getting scanned by her drones! Especially since drones in, and I use heavy quotations for this next term, "Stealth" mode have a clear circle around them that shows their scanning radius.

    Unless a survivor falls asleep on top of the W key during a game, (Which to be fair is not an impossibility in a SM game), then there's no reason why SM would be getting a speed boost during stealth!

    There's no way to turn off the drones mid chase, which is the only counter play, without giving up a free hit, and you're likely not gonna finish the hack anyway.

    This has nothing to do with SM's stealth ability. And thus completely irrelevant to the point you are attempting to respond to.

    Ok, serious question, why are you as adamantly defending the nerf of SM's stealth? It was the only part of her kit that encouraged her to do something other than camp. Now that it's weaker, she has even less reason not to do just that since that's all her rework has allowed her to be good at!

    Do you just not want the killer you presumably enjoy playing to have interesting decisions to make during a game?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571522#Comment_3571522

    It still allowed him to rather consistently get Gen grabs since there is no sound cue that she is approaching... Yes the others are rather short distance but might still give you enough of a warning to reach a tile by yourself or sprint burst away.

    SM also makes the exact same short-range noises that the other stealth killers make. Except she suffers from all of the drawbacks I have already mentioned. This point doesn't support your argument. Among the others that you haven't bothered addressing.

    Also: "It still allowed him to rather consistently get Gen grabs.." is just wrong. Unless the survivors aren't paying attention to the game there's no way to consistently grab them off gens. Especially with how buggy DbD's grab system has always been.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570939#Comment_3570939

    Yes they do? Ghostface has his cloak making noises, Wraith has his gnarling, Pig has a noise when she is standing up as well, the blade that comes out again makes a noise, so yeah, you re wrong on that...

    @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570939#Comment_3570939

    Ghostface's clothes ruffle a little bit and you can hear that at short distance. Pig, as you mentioned, breathes loud enough for close-by survivors to hear her. And Wraith has a snarling sound you can hear once he gets close to you, and has to uncloak. Skull Merchant, as far as I'm aware, doesn't really have anything like that now since they reduced the volume of her footsteps.

    As for why perma-Undetectable with Low Power Mode was a problem: The difference compared to other stealth killers was that Merchant could be permanently stealthy with LPM while still being able to both attack survivors and move at normal movement speed, in addition to having a strong chase power. Wraith has to uncloak to be able to attack, which slows him down and is something that survivors can both see and hear (and the addon that silences the bell is Iridescent which justifies it being that powerful), Pig moves slower while crouched, and Ghostface can have his power taken away by survivors, putting it on a cooldown.

    The only real downside Skull Merchant had for doing this strategy with LPM to get permanent stealth was sometimes being forced to place drones in awkward locations in order to keep her stealth active, which wasn't a big deal since recalling drones no longer has a cooldown and using the radar doesn't slow you down anymore. No other killer, including stealth killers, can get permanent stealth with all the upsides that Skull Merchant could get with LPM. She still has good, on-demand stealth even after today's update, she just can't get it non-stop anymore, and that's fine because she never should've been able to do that to begin with.

    The only thing that was wrong with my statement was my wording. When I said "The only audio that any of them produce are their breathing noises..." I should have specified that I meant the unique noises that each killer makes. The fact remains that these noises are only audible when the killer is right next to someone and moments away from landing a hit. And none of these killer's stealth are broken in any way.

    Which leads me to explain that the claim that SM's stealth was broken is clearly wrong when compared to every other killer that has both easier access to undetectable and additional benefits on top of that.

    • Wraith can keep undetectable as long as he wants and gets a considerable speed boost by default. Add-ons only make his cloak stronger with options to increase is action speed, instantly decloak upon breaking something, constant aura reading while cloaked, and completely removing the audio que for him uncloaking.


    • Ghostface can keep undetectable until he hits someone or a survivor spots him. And can expose survivors to get insta-downs. The add-ons that enhance his stealth allow him to use it more often or get extra benefits after exposing survivors.


    • Pig's stealth is the only one that can be argued to be worse than SM because it makes her much slower than Ghostface and doesn't give her a quick speed boost like Wraith does when exiting it. But it synergises with her main power very well by allowing her to ambush people around Jigsaw boxes to potentially get free downs.

    Now let me explain how SM's "Stealth" works:

    • She has to constantly micro-manage drones to keep her undetectable since it lasts for only 8 seconds.
    • In doing so she is likely to place a bunch of drones that aren't in good positions and have to be recalled and placed later, which takes more time thanks to her drone's cooldown.
    • She can't her keep undetectable up 100% of the time since by default it wears off before she can place another drone to refresh it.
    • The only add-on that allowed her to do what 3 other killers already do by default has just been reworked to be quite possibly the most useless killer add-on in the game since Trapper's Padded Jaws.
    • With her only useful stealth add-on nerfed, the only add-on remaining that aims to buff her stealth, the Iridescent Unpublished Manuscript, is completely in the hands of survivors in order for it to activate.

    There's no valid argument to be made about SM's stealth being broken. It was one of the worst stealth abilities in the game. And with the nerf of her Low Power Mode add-on it's even worse.

    But since Hens made a video with a click-baity title that involved him stomping randoms people falsely assumed that something in SM's new kit was redeemable. It isn't. She's still the worst designed killer in the game and removing what limited options she has will just encourage people to continue doing the one thing she's good at; camping.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570771#Comment_3570771

    However they all have an audio cue that let's you know they are near, Hens made a video about skull merchant lately mentioning this and said she might be the stealthiest because of not having such a sound cue.

    No they don't. The only audio that any of them produce are their breathing noises when they're literally right behind someone. Wraith has an add-on that completely removes his bell noise. And no one uses Pig's ambush attack so they just un-crouch. For all intents and purposes, they are completely silent until they can land a hit.

    But somehow this is a problem with SM? Yeah right!

  • @Chocolate_Cosmos said:

    Don't belive me? Okay so old DS, then old reworked DS. DH. For years btw. CoH too many months as well. Now MFT seems to go just wait it out lol maybe next year road as well.

    Meanwhile... Eruption? Solved within 2-3 big patches, same as other gen kicking perks, buffed Thana nuked next patch, etc.

    Why? Why Killer perks can be solved within 3 months and Survivors perks take 8+ months to solve or even year(s).

    Whatever side BHVR takes longer to nerf Irrelevant. You should be asking why it takes them so long to make meaningful and heathy changes, if they can even still make healthy changes, compared to releasing often buggy and unfinished content.

  • @Peanits said:

    On Shattered Square: To clarify, this is not a guaranteed number, but the absolute maximum. The short version is the game tries to place pallets a certain distance away from each other. If the minimum number of pallets have been reached and there's no more pallet spawn locations available far enough away from another pallet, it will stop spawning pallets prematurely. Or in other words, once the deadzones are filled, it will stop spawning pallets. You are not guaranteed to have 18 pallets spawn- in fact it would be very unlikely to happen.

    For The Skull Merchant, Low Profile mode was causing an issue which allowed her to stay Undetectable indefinitely (the cooldown was shorter than the duration of the Undetectable effect). This new version offers a different way to use her drones, letting you set up a static 'scan wall' of sorts rather than a rotating beam.

    For The Skull Merchant, Low Profile mode was causing an issue which allowed her to stay Undetectable indefinitely (the cooldown was shorter than the duration of the Undetectable effect).

    Oh no. Could you imagine if the killer was able to get undetectable infinitely? It's not like Wraith, Ghostface, Pig, some killers are already able to do that and have it be a completely fine part of their kit! This is why I am highly sceptical of the devs. Their reasons for changing things are often completely detached from the reality of the game they're developing.

    This new version offers a different way to use her drones, letting you set up a static 'scan wall' of sorts rather than a rotating beam.

    This new effect is worthless. You're cutting down on the ground covered by your drone in exchange for nothing. If you want a specific doorway covered by a drone it's actually better to have the drone rotate since it makes approaching the drone slightly harder than if it wasn't. They're easily avoidable enough as it is by just crouching or standing still. Why did anyone think that making an add-on so the drones were even easier to avoid was a good idea???

  • @Caiman said:

    It's a Halloween outfit, not a Blighted outfit.

    It does look fantastic, though. An exposed beating heart and a burning cape, and the sword had devil wings on it.

    That means that Knight will get a blighted outfit down the line! Thanks for clarifying

  • @The_Daydreamer said:

    Before I go into the topic, please take 5 Minutes to read through this topic. The more people interact, the higher the chances are to get changes the Knight needs. If you disagree but have ideas, please let me know so I can update this post to something more healthier or more creative. Thank you for your time, I appreciate it a lot!

    Base Kit Changes and Why:

    The issue with Knight right now is how slow the knight draws his Path, the maximum length of it and the vision range of guards. Knight Players make up for it With Map of the Realm and Call to Arms but that leads to the issue that Knights cannot profit of any other addons. There is a issue with the guards right now, where they go around a pallet if a survivors drops it in a guard chase. There's also another issue where the guards don't get triggered by notifications around him. On certain maps Knight cannot use his power due to the range requirement (Only specific places, like Badham Preschool, in the School UG if the pallet spawns under the stairs).

    For more Information about the Pallet Bug, Notification Bug and why Map of the Realm is a necessity, please press on the tags.

    Changes:

    • Increases the Vision range of Guards on Patrol by +4 metres. (Map of the Realm Basekit)
    • Increases the maximum Patrol Path length by +10 metres and Increases the Path Drawing Movement speed by +2.2 m/s. (Call to Arms Basekit)
    • Change Guards Logic to "Take the shortest pathing towards the hunted Survivor".
    • The Knight should be able to dismiss a Guard that is not in a Hunt with the Secondary Ability Button. Recalling a Guard this way will leave The Knight with a 6 Second cooldown penalty.
    • Guards will start destroying pallets in a chase with a survivor, but will end a chase after the action instead of going through the pallet (It helps The Knight and provides more counterplay for Survivors).
    • Decrease the needed Distance to spawn the Green orb (aka to use his power).
    • Increase the Movement Speed for The Carnifex and The Jailer to 103.5%.
    • The Jailer will block Generators in a 12 Meter Radius when he start hunting a Survivor for the Duration of the Hunt and 3 Seconds afterwards.
    • Optional: The Knight cycles through each Guard. Each Guard can be used once per Cycle. They recharge if all Guards have been used once. Addons like Treated Blade would have the effect, that the Knight can summon the Assassin twice before having to deplete the Carnifex and Jailer.

    His Addons are in dire need of a rework, since most of them have no value or an effect that does not make any sense.

    Addons:

    Pillaged Mead: Rework: With the Power Changes in mind, Guards start a Hunt 0.5 seconds faster but they take 25% longer to break or damage. /// The Reduction does barely anything on Carnifex and it actually nerfs Assassin and Jailer since you profit of them taking longer to break something. You profit in the sense blocking the path since pallet stands longer and they cannot work on the generator for longer since they need more time.

    Map of the Realm + Call to Arms: Rework (Only if both are basekit: Idea for Call Changes the order Guards will spawn to Jailer, Assassin and Carnifex, make this addon brown. Make Map of the Realm Yellow, Increases the length by +4 Meters and increases the path drawing movement speed by +1.0 m/s. /// His strongest addons for a reason, you basically need to run this combo since you either will not get the chase trigger for a guard or you will not make it to the gen with a guard without getting noticed. Knight needs these addons as base kit honestly otherwise all the other addons (besides 2 others) are unasable.

    Town Watch's Torch: If Guards fail to damage Survivors during a Hunt a total of two times, The Knight is granted the Undetectable for 25 seconds. /// Change the condition and increase the duration. The issue here is that the condition makes it impossible to get value. Undetectable can be interesting so survivor dont notice you drawing your guard towards a gen.

    Ironworker's Tongs: Rework: Give the used Guard back. Used Assassin in a chase and failed? Get him back. /// Does not bringt value since the condition is bad and the survivor that has the effect is aware of the knight.

    Chain Mail Fragment + Broken Hilt: Rework: Chain Mail Fragment inflicts Haemorrhage and Mangled. Broken Hilt applies the Broken Effect for 40 Seconds. /// Getting the hit with a guard is rarely possible since you have to give up his strongest addons (Map of the Realm + Call to Arms) and you are giving up two addon slots for an effect that you can apply with Sloppy Butcher. Combine both into one addon.

    Lightweight Greaves: Rework: The Jailer shows the aura of survivors around him in a 24 metres radius for 5 seconds. /// The duration is too short to get any value. The effect itself is strong, but think about it: Spawning the Jailer takes 1.5 seconds - in most loops the survivor will just run to the next loop. There's no value in using it to decrease the distance. The only value I can see is to use the jailer to breake a far generator and then to run to that generator faster. But that's so specific for a purple addon with barely any value.

    Healing Poultice: Rework: Increases the Assassins Movement Speed to 115% (Maybe Higher?) but he cannot down a survivor anymore. /// I honestly think this needs a rework. You will not gain any value from this, since the knight imo does not profit of screams and revealing the survivors. You are wasting your strongest Chase Guard for information - It would be strong if the scream would trigger the guard to chase the survivor but it sadly does not.

    Flint and Steel: Rework: Gain a 10% Haste Effect for 6 Seconds, when The Carnifex destroys or damages something. (And maybe it damages Generators now for 7.5% instead of 5%) /// Imo the worst addon I have ever seen in DbD. You will rarely see a dropped Pallet as a Knight + its stronger to just destroy it. Especially in a chase with the Carnifex, you can instantly destroy it and kill the survivor. Since the Carnifex chases for the longest duration and destroy items the fastest, its a waste to spawn him for that addon. It needs a rework or function with Standing paletts. That means it has the most value early in game but loses in strength as time goes on.

    Blacksmith's Hammer: Rework: The Standard takes 5 additional seconds to manifest. Survivors will no longer receive a haste Buff when taking the Standard but the Endurance effect persists for 5 Seconds now. (Normally 3 Seconds) /// The effect is again too bad especially with the condition. You have to fail your power to get value and the value is too low to actually use it. 3% Hindered is barely anything even if its 15 Seconds. I would prefer a rework for this addon since hindered is boring for the survivor and buffing it would just be annoying for them.

    Knight's Contract: Rework: Survivors receive a 10% Hindered effect penalty when they are within 16 Meters of the green orb for 5 seconds. Guards are showing the Aura of the Survivor while they are being hunted and after the hunt has ended for 5 seconds. /// The classic Exposed addon but barely usable. Why? Because if you summon your guard, the survivor will prefer to get hit by it. U can summon it on their booty, but the 1.5 second of spawning will mean they can make it to a pallet or window.

    Saw this recently in the Knight Main steam group. Nice to see someone else is posting there besides me 😂

    Overall very good suggestions!

  • @Shroompy said:

    To all saying my tests weren't accurate enough, upon rewatching it just once, I can agree there's quite a few inaccuracies

    Upon looking back at my posts on this thread as well I was just being a douche. Sorry to everyone, but more specifically to @dbdthegame

    Props for owning up to it 👍️

  • @Malkhrim said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569002#Comment_3569002

    I think it makes more sense to make so it gives endurance to the survivor who is picked up instead, because otherwise it would be a little redundant with Made for This, and it would also make harder to identify if someone has one or the other. But if MfT gets changed in the future and loses this feature, than ok, give endurance only to the person who applies the heal.

    WGLF already gives endurance to the person you pick up. Having Buckle Up do the same thing would make the perks overlap instead of compliment each other.

    I do think that MfT should have it's endurance effect removed though.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568261#Comment_3568261

    The test I did were suffice enough and I got the results I expected, not the ones you wanted. You can keep seeking approval, just wont be from me.

    Good luck out there

    "This person is cheating and here is why:.."

    "Nu uh I tested it"

    "Your test isn't accurate and proves that the person was cheating"

    "lol bye"


    Most intellectual forum discussion.

  • @MaddieMage said:

    Seriously, the coming back to hook to tunnel off hook has been insane the last few weeks and has only increased with the event. Hook, back to hook to tunnel after unhook, trying to slug last 3 players at 4 gens, not to mention every killer running ultimate weapon and knowing where you are every 30 seconds.

    If you play survivor I recommend you always run unbreakable, calm spirit, MFT and then your choice of a 4th perk. Windows or even DS if you want a chance of making it to the end of your matches.

    Good luck.

    As someone who doesn't use Ultimate Weapon, rarely slugs, and frequently uses exhaustion perks I highly approve this post!

    Please use these perks so I can have easier games. Thank you! 😃

  • @Annso_x said:

    Saying "DBD has one if not the most toxic and generally speaking worst community someone can think off" because people tryhard and say "gg ez" in end game chat is quite endearing ngl. Preserve your innocent soul and don't play any multiplayer FPS game ever please.

    Steam profile comment number.png

    This the number of comments on my steam profile. The overwhelming majority of them are "colourful" remarks from people I played with in DbD.

    Salt Count.png

    This is a folder I've created a little while ago with screen shots of more "colourful" remarks I received in the end-game chat. Some of the things that have apparently provoked the people I've played with into sending insults, unhinged rants, and demands for my immediate suicide include:

    • Playing a certain killer
    • Using certain add-ons
    • Using certain perks
    • Not chasing them enough
    • Chasing them too much
    • Tunnelling
    • Tunnelling (When I didn't)
    • Camping
    • Camping (When I didn't)
    • Slugging to avoid being pallet stunned
    • Slugging to avoid being blinded
    • Slugging because other survivors were nearby
    • Bringing a mori
    • Bringing a hatch offering
    • Bringing a map offering
    • Nodding or shaking my head
    • Having too many hours in the game
    • Existing

    It's not an exaggeration to say that the DbD community is filled with the most toxic, entitled people I've ever encountered in my years of playing online games. I seriously have people who have held grudges against me for over 3 years because of something that happened in a game we played together 😐️

    It's pretty wack.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568994#Comment_3568994

    And I think that is what people should be talking about instead: why has the most efficient way to play killer remain effectively unchanged for over 7 years when it often leads to boring games?

    Because its an elimination game. Reducing a team's strength by 25% is always going to be a huge gain. The question is how much work the killer has to do to get it.

    Most ways to combat this would just lead to even bigger problems. Examples: you could be to give a boost to the 3 survivors when one is eliminated, however, that takes away the incentive for survivors to actually try and save their teammates, which should be something the game stresses. You could make the penalty only apply if the killer hooks the same player three times in a row, but then that just leads to SWFs using the tunneled played as a body blocker. You could do some sort of team hook state, but that would probably make it way too hard for killers to mount a comeback at the end of the game.

    The solutions you proposed are coming at the problem from the wrong angle.

    You're thinking "How can we make tunnelling not as punishing for survivors" instead of "How can we reward the killer for not tunnelling"?

    Just look at the perk Pain Resonance. It's easily one of the most powerful and most used killer perks in the game. And you can only get maximum value out of it if you don't tunnel.

    I think that having a base-kit mechanic added that buffs the killer in some way if they get fresh hooks would be a good way to make tunnelling not as optimal. The buffs could be killer specific as to avoid making the meta killers too strong.

    For example:

    • Blight's next rush, (Not his subsequent rushes!), after getting a fresh hook is 10% faster and has 15% more turning control.


    • Trapper's next 2 beartraps after getting a fresh hook are placed instantly and he receives a 10% Haste effect while someone is caught in his traps, and for 10 seconds after they are freed or picked up.

    There's a lot more to making tunnelling no longer the most optimal way to play killer, but I believe this change would be a good start.

  • @Sandt1985 said:

    I mostly use it to directly counter for the people/buckle up. Please don't take that option away from me

    Buckle Up needs to be partially reverted to how it used to work so the Endurance only applies to the survivor using it, not them and the survivor they pick up. But the person picked up gets a 10% Haste for 10 seconds like the perk used to give.

    After it's been changed to be less obnoxious then Original Pain can be nerfed to remove it's ability to facecamp.

  • @HugTechLover said:

    If you want the skin, get it.

    If you don’t, then don’t get it. It’s that simple.

    FOMO or not doesn’t matter. BHVR is making money which allows them to bring us more content and bigger licenses.

    This a terrible way to excuse bad business practises.

    Before DbD even had an in-game store they were able to get Michael Myers. And that alone paved the way for DbD becoming the most dominant asymmetrical multiplayer game on the market.

    BHVR can easily get almost any license they want regardless of how aggressively they try to nickel and dime players. They use FOMO as a way to get more money. Not more licenses.

  • @skylustv said:

    Probably with the Stranger Things DLC back in 2019, 4 years ago. Am i wrong? As a main stealth killer i really miss indoor maps :(

    I'll shed no tears. All indoor maps are garbage and don't even benefit stealth killers that much because of how obnoxious their design is.

  • @Grigerbest said:

    You probably get the idea from a title.

    In short: Tunneling in the current gameplay paste is a must-have tactic for some killer roaster to have a chance for at least 2-3k.

    You phisically can not take away this tactic from killers without any downsides for survivors.

    Now that killers have no face-camping and hook-grabs (thank God), tunneling is not something that developers should go against without fighting the gens speed issue. Yes this is exactly an issue.

    So if developers announce something like "Anti-tunneling" mechanic, be prepared for a huge nerf to survivors main objective - Gens, or a huge buffs to killers.

    Either gens be much longer to repair, or killers will get some strong perks such as Deadlock or Corrupt, or maybe even Pain rez as basekit.

    You can't take away a valuable tactic such as tunneling without any downsides for other side. There will be nerfs to survivors, or buffs to killers to compensate.

    It depends on a lot of things. The most important factor is definitely player skill on both sides.

    An experienced killer could likely win against new survivors as Trickster without using his power or tunnelling or camping. The same is obviously not true against an experienced, coordinated SWF. Especially on a map like RPD where simply holding W is an easy way to waste the killer's time. And thus heavily punishes the killer for not camping.

    But speaking from my own experience playing killer, I can usually get away with not camping or tunnelling in most games since random survivors tend to be really bad.

    However, a more prudent argument I would like to make is that whether or not you can win a game as killer without camping or tunnelling is Irrelevant. Since even if you could win without doing either of them, you could definitely win faster and more efficiently if you did. Which is an undisputable fact about DbD that has always remained true.

    So I think that is what people should be talking about instead: why has the most efficient way to play killer remain effectively unchanged for over 7 years when it often leads to boring games?

  • @TeleportingTurkey said:

    You implemented anticamp system which fundamentally removes any potential for pseudo insidious facecamping with sitting in cameras near hook.

    why is that penalty still there?

    it just makes playing the killer unpleasant and makes it harder to switch targets & use your power in good faith.

    The same needless penalty still applies to Dredge when teleporting to a remnant near a hook. Same with Xeno when coming out of a tunnel near a hook.

    Now that the anti-facecamp system is here there's no reason why any of these killers should be penalised for using their powers near a hooked survivor.

  • @dbdthegame said:

    I can't be the only one experiencing this, surely. I'm talking survivors that obviously have their speeds boosted to ~107-110% or who intermittently increase. I hadn't run into any over the past year, but I've seen about 3 this past week that I'm 100% convinced were cheating, and a few more than were very questionable.

    Things like this clip:

    https://streamable.com/1qn7di

    Where the Ace takes a very wide path around my snare, and STILL manages to make the fast vault on the window while blatantly speeding up inside the shack. There were a lot more questionable plays during this match, like playing extremely unsafe tiles perfectly no matter how many mindgames or how many times I hid my red stain.

    Please do something about this BHVR.

    Oh yeah, that guy was 100% speed hacking. I've gone up against MfT so much that I've been able to tell when someone is using it most of the time and that Ace was moving faaaaar too fast.

    Some of the other comments in this thread talking about how you just whiffed are missing the point. If the Ace wasn't moving faster than he was supposed to then there wouldn't have been a need to wait a bit longer before going for the hit.

    And as you have said, the existence of MfT makes catching people trying to subtly cheat even harder. How people can defend a perk that is so obviously broken is mind boggling.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566242#Comment_3566242

    the change is a bad change. it will get fixed when they get chance to release a patch for the fix. they generally always break the game with many random bugs on every mid-chapter/main chapter. I am not sure how this occurs or why this occurs but none of the changes are intended.

    Alas, not every bad change is merely an unfixed bug

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394579/knight-has-been-stealth-nerfed-guards-no-longer-detect-loud-noises

    i think it is a bug. his guards are not phasing through pallets and the noise notification alert on knight is bugged. so as usual, every new patch brings new bugs to be fixed. I do not think these are intentional negative changes, they just bug that affect killer's ability to play the killer.

    Pinhead still has that bug with his gateway that they have yet to fix and dredge has nightfall bug where you cannot see nightfall UI as killer. hopefully they fix those bugs.

    @sizzlingmario4 said:

    It’s probably just a bug, there was no mention of this anywhere

    BHVR has changed things in the past without telling anyone. They repeatedly nerfed PWYF in use with various killer powers without telling anyone. As well as increasing Xeno's tail hitbox in the last patch and instantly starting it's attack recovery when hitting a survivor, (The tail attack animation had to be fully completed before the recover animation started).

    Unless there's an official statement saying otherwise, assume that a change is intentional. Because if it's a bug then it doesn't matter what you think about it. Because it will (hopefully) be fixed at some point. But if it's intentional then BHVR needs to know that the change was a bad idea.

  • @XshyguyX said:

    Title.

    Any advice, or builds? What's the scariest way to play him? I don't care about getting a 4k. I just want to give the survivors a scary and hard time.

    Here's the build I'm going to use when the Halloween event starts. Designed for maximum spooks! ☠️ 👻 🎃

    Perks: Game Afoot, Rancor, Remember Me, No Way Out

    Add-ons: Field Recorder, Boat Key

    Strategy:

    1. The key to this build is setting up a win condition during the end-game. You can completely ignore gens and focus on building up stacks of RM and NWO. Just remember to keep tabs on the survivors you've roughly chased the longest.
    2. Once the final gen is completed, all locked lockers will be unlocked, nightfall will begin, and if you've managed to max out your perk stacks survivors won't be able to leave through the gates for a whopping 104 seconds! Which gives you plenty of time to hunt down and kill the obsession.
    3. After killing your obsession, look for the survivor with the 2nd highest chase time. After hitting them they will turn into your obsession thanks to Game Afoot and you'll be able to mori them after you down them!
    4. Repeat step 3 until all survivors are dead.

    There's nothing that scares the pants off survivors like blocking off the gates for almost 2 minutes, submerging them in darkness, and hunting for them while they know that they can are outright dead if you find them!

  • @Mr_Madness said:

    Just making last post as an update that I am officially doing it.

    Also using Dalle AI for inspiration and not gonna lie gave me lot of ideas

    https://us.v-cdn.net/6030815/uploads/FDJGYXQ9GDKE/image.png

    4th one on the bottom right is 100% gonna be the jailer. Thank god BHVR made lot of art assets in the game I can use

    Cool. I look forward to seeing them!

  • I would love to Tarhos' guards get some love! I wanted a skin that changes their appearance ever since Knight came out. But since BHVR has never made any cosmetic changes to killer powers people like you are the closest I'm going to get to seeing that.

  • @Spirit_IsTheBest said:

    I’m glad it got changed but I only got to play on it once so far, but for the ones who did get to play on it what are your opinions on it now?

    It's still garbage.

    The red hue that makes blood and scratch marks harder to see remains.

    The obnoxious interconnected loops are still a thing.

    There's still clutter everywhere.

    The only thing the rework did was make it slightly smaller. But this just made most of the loops easier to chain together.

  • @ProfessorDunwich said:

    Are you looking for an actual threat or someone to style-on and laugh at with your friends?

    Just feel like we are going in the Party Clown direction. Killers are an annoyance at best and to most Survivors, a joke.

    This post is based on pointless tribalism and accomplishes nothing.

    You should instead talk about something more objective that aims to help the health of the game.

  • @xEa said:

    Hello

    First of all before survivors jump on my throat: No, survivors are not more powerful then killer. If any, the matchmaking in pub is even or more likely killer sided - at least in terms of numbers. I dont want to debate that either. Second, i am not a killer main, i play on average 60% survivor and 40% killer.

    But

    Have you ever loged in DBD, intending to play killer, sitting there and thinking through witch killer to play and eventually switching to survivor (or closing the game) because you cant decide with what killer you want yourself stress out the next 5-10 minutes? This happens to me from time to time.

    It almost feels like i am a little terrifyed even in advance to play that role. Dont get me wrong, i win most of my killer games, but sometimes alone thinking of it feels odd.

    If you ever had this feeling, and i am sure some probably know what i am talking, why is that?

    What makes playing killer so unpleasent? Or even the thought about a certain match?

    And what is the solution to that problem? We are not talking here about "Buff killers", because that is surely not the issue, but rather how to make the game more enjoyable for us/them.

    Kind regards

    I remember having this feeling years ago back when I was learning the game when it was still ludicrously broken. The most important thing that changed for me as I continued to play was my mindset and expectations when going into a match.

    I used the most powerful perks and add-ons as running into a bully squad unprepared was a miserable experience. However, I ultimately got bored of running the strongest stuff every single match. And didn't have much fun during games despite winning often. I decided that I would rather lose using an interesting build that win using a boring one.

    This lead to me going on a spree of using different gimmick builds for each killer that significantly improved my understanding of the game since I no longer had a reliable build to fall back on if I started to lose. And understanding that I was likely to lose a match not only made losing significantly less stressful, but it also made winning that much more satisfying.

    Think of the dumbest build you can that focuses on a mechanic you normally wouldn't consider and see how it goes!

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