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Sunbreaker7

Sunbreaker7

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Sunbreaker7
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  • Self-unhooking should only be permitted with specific perks that provide this ability. Otherwise, survivors must wait for their teammates to come to their rescue.

    Although self-unhooking provides a rare opportunity for escape, removing this option would not significantly alter the core gameplay. However, it would greatly enhance the overall match experience by reducing early rage quits. Often, players who quit early do so out of frustration but would likely continue playing if they were quickly rescued by nearby teammates.

  • I just made a point of this skin earlier, but didn't realize the tail also had this problem, lol xD

  • @Feneroe said:

    His power icon and the icon on his left hand already tell you who is next. Skull is carnifex, sword is assassin, keys is jailer.

    Really? Now do I feel silly.

    However, maybe that only strenghten my point because I have been playing Knight for a good while now and only now through you telling me this did I realize this is already a feature. They should really use those splash arts for clear indication xD

  • The new design is amazing, but you are so true about the trailer misleading its audience. In no way did the trailer indicate that the Killer would be just another "human" standing on two legs (instead of crawling all creepy-like) wielding an axe and shooting purple gumballs from its stomach through a confusingly strange-looking worm pipe. It was a bit of a disappointment for me, but I do want to give BHVR applause for creating a new creepy monster like Dredge, instead of yet another human like Skull Merchant or Trickster.

    It looks like BHVR is embracing the horror element of their game and while it's not quite there yet, at least they tried.

  • Was it supposed to be out by now?

  • The meter progresses far too slow regardless of the situation. Huntress and many other killers still hold the ability to camp the hook from outside the hook radius for the bar to progress while still not losing or risking anything by doing so. Anyone who tries to go for the rescue will still be downed just the same before able to do a proper hook trade.

    The meter stops moving as soon as a survivor enters the hook radius, instead of progressing slowly. Makes no sense and encourages Killer to facecamp.

    When a survivor is downed near the hook, despite not having the ability to unhook the survivor, the meter is still paused. THIS MAKES NO SENSE, even if you factor in the possibility that the survivor may get back up with a perk and then rescue.

    So many years of waiting for anti-camp feature to be implemented to the game and BHVR fails to implement a proper one. I simply cannot understand how hard it can be. You have so much feedback from your community and you still dont listen.

  • I am enjoying Billy for the first time in many years. Heck, he has become my number one Killer thanks to this buff. Now if only they would fix his broken leg movement animation, I can't stand it when running after survivors with a broken leg.

  • I recall the devs stating long ago pretty much that if something is in the game and you can do it, which is not a bug or an outside cheat, you can absolutely do it. A certain playstyle is therefore should not be bannable. But hey, you are free to wait for an official answer from mod or dev.

  • BHVR is one good Asymmetrical horror game away from losing half of its player base. That's how starving people are for good game design. This game is fun thanks to its unique playstyle and licensed killers and survivors, but it's not gonna hold when everything else around it is so badly designed and unbalanced.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/402634/passive-kindred-to-remedy-camping-killers

    Why would me being seen at the hook encourage me to stop camping if I decide to do so?

    The amount of people who cant read the full text is too damn high... Sigh.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628134#Comment_3628134

    but it will at least disharden those who are not hard campers but don't see a better option depending on the situation.

    if they don't have a better option, what else are they going to do? Sit in the corner in shame?

    Sigh. If they know that their aura is visible and know everyone is rather working on gens, it forces them to go for those gens rather than wait that people will come try to save the survivor from hook. That is their option.

  • @Caiman said:

    While some players may still opt to camp, fewer individuals would find it to be a viable strategy, fostering a more dynamic and engaging gameplay experience.

    Way too optimistic. If a killer is hard camping it's because they decided to make this one survivor dead and nothing is going to dissuade them. If the killer is camping because they want to attack whoever comes to rescue, they will proxy-camp away from the hook and this change would do little or nothing to stop that.

    You completely missed my point. I said that those who choose to camp will still do it, but it will at least disharden those who are not hard campers but don't see a better option depending on the situation. Knowing they are seen by all survivors if they choose to camp will change their tactic.

  • Thank you, I deem this thread answered.

  • @Dustin said:

    Messages aren't there unless someone was present when they were posted.

    Unrelated but you've reminded me how I wish it was possible to spectate and use chat with other survivors while watching the rest of the match play out. I get it would be a PC only thing but that would be such a huge improvement.

    This would be awesome, yes. There really is no good reason to stick around and spectate the rest of the game. If people could chat while spectating others, it would give much more reason to engange in dialogue and in friendly kind I believe.

  • @MrDardon said:

    So, I have a question. Bhvr, you've said it yourself that in endgame the Killer should be able to secure a kill, so things like DS and Off the Record deactivate.

    But there is still that scenario where 2 healthy Survivors can now grab a Survivor for free (thanks to removing hook grabs), which has now basically no counterplay for the Killer, allowing all Survivors to run to the Exit with no risk at all. Add Borrowed Time and now you have 20 seconds to safely get to the Exit.

    That situation doesn't sound like I am able to secure a kill in endgame unless I play a Killer who can naturally camp hooks.

    In my opinion, Endurance should permanentely and completely deactivate as soon as the Exits are powered to prevent uncounterable situations for the Killer as he should be able to secure a Kill there, as you yourself had said.

    Just had 3 Survivors dance out the Exit and I had to basically let them because of basekit BT.

    Just play Blight. You can hit a survivor with endurance, and still make it to the exit gate before any of the others. That's how broken this killer is. And BHVR expect people to be able to run away from him in basic chase.

  • @Rulebreaker said:

    As far as we are aware no. They start seeing things typed in chat from the moment they enter the end game screen, not before.

    So you are not sure, in other words. I am looking more of a definite answer :)

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625051#Comment_3625051

    His addons is what made him broken. That’s been fixed now as of today’s patch notes for the public test server.

    His addons were never the core issue. His pinball ability is.

  • @MechWarrior3 said:

    We’re still making post about blight? xD

    Aren't there more important things to look at than this killer?

    He's scheduled to have his addons balanced out here between Jan-March.

    He will be looked at.

    Well, he was looked at and now we see he won't be fixed beyond his addons. He remains a broken killer.

  • I saw the character model and realized BHVR's character designs are outdated. They still have that wonky PS3 look to them. Alan Wake looks almost nothing like himself. I played Alan Wake 2 and had I not seen the title, you could have told me it's original character and I would have believed you.

  • @GeneralV said:

    Nah, it is alright. She only gets one anyway. It has already been nerfed.

    Besides, it has always been a pet peeve of mine when someone says something is "a relic of the past". I don't think this holds any weight, because you can say it for anything.

    Want an absurd example? Me. Am I, GeneralV, not a relic of the past? Am I not someone who was here for the Old DBD but doesn't fit in the modern one?

    You see the problem? This line of thinking would eventually lead to another game entirely. What can be done is understand every item, add-on and power in this game, and if they are to be changed then it must be because of a balance issue. Not simply because they are old.

    Denying that certain things are not relics of the past is just as much naive. You do know and most likely agree that many perks now balanced were once extremely broken and needed the upgrade, so these certain perks could be called relics of the past, had they been left untouched and still present in their original form.

    You can of course make any crazy example, but at the end of the day, we both know some things about Dead by Daylight are still outdated game design which BVHR works (albeit very slowly) to fix and balance.

  • @Mr_K said:

    Is it really forced? Unless the killer has an idea where the last survivor is or has a perk to do so it's a hide and seek game on a timer.

    Now a forced 4K is closing the hatch right next to two doors. That's a 4K with no out.

    Yes, it's pretty much forced, because you could first hook the downed survivor instead of go looking for the final survivor while leaving the other survivor slugged. You are forcing the hand of the other player at that point to play hide and seek.

  • @Aven_Fallen said:

    Basekit Endurance and OTR gave you the same time of Endurance - as much as the Killer allows you to have, because if they want to tunnel, they will hit you immediatly and all Endurance-Effects are gone. (Which is why Endurance is bad at Anti-Tunnel)

    I run BT and I prefer it over OTR. Because with OTR, the Killer will just hit immediatly, since they know instantly that the Survivor has OTR. So its gone. However, with BT the Killer might not hit immediatly, because they can count to 10 and then hit. But if there are 10 extra seconds of Endurance, this overall is more helpful than OTR against a tunneling Killer.

    It also allows Endgame-Saves, unlike OTR.

    I would say there are better alternatives, but I think BT is still a Perk which can be worth picking.

    What does it matter if the killer hits me immediately or later as long as I remain protected from that hit? With borrowed time, sure the Killer can count and then hit and still get fooled by borrowed time, but the end result is the same, is it not? The only difference I see here still is that OTR protects you way longer. So even if the Killer knows this, you still ensure some level of enhanced protection over Borrowed time.

  • Up until now, all your responses have focused on situations where Bubba uses specific advantages to delay the game. However, one crucial aspect seems to slip your mind: the possibility that Bubba doesn't rely on those types of setups, which has often been my experience. Some Bubbas prioritize perks that aid in swift chases, like breaking pallets and leaping through windows speedily. Not every Bubba opts for perks that slow generator progress or impede exit gate openings.

    So, if the suggestion is to prioritize rescuing survivors because the Killer uses slowdown perks, that logic doesn't quite hold. The most effective strategy remains completing generators swiftly, regardless of the Killer's potential moves. Even if one generator gets blocked for 30 seconds while you work on another, the progress made isn't lost, allowing you to return to it later without setbacks.

  • @Xernoton said:

    Deadlock exists.

    Provide me an example of such situation when all Bubba is doing is camping the hook, and you are safe to do gens.

  • @[Deleted User] said:

    I see it but have never used it. I assume salty people who lose use it quite often and throw a 1 star in there.

    I admit this sounds more likely as people tend to take action when they feel bad more often than when they feel good. Throwing one star every time something salty happens, well that will just fill BHVR with inconsistent data.

  • What part of the word "actually" do people fail to understand?

    Example.

    1. Trapper runs at a survivor and has to make the effort to chase them down. Yes, he can place traps, but that is part of the early game strategy to think ahead for future. So it is still great effort to down survivors.
    2. Blight can just press a button when he feels like it and run you down so fast you can't make it to a pallet or window. That is still a chase but that is why I used the word "actually" chase someone down. Because blight doesn't actually has to "chase" anyone, he can just run into them with his power and get a hit or down. Does not really need much effort, now does it?
  • All of them. Watch me!


    Freddy? Pills


    Legion? Cops


    Trapper? Cops


    Wraith? Cops


    Xeno? Military


    Chucky? Cops


    Hillbilly? Cops


    Cenobite? Rick from Rick and Morty.

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613526#Comment_3613526

    im not here to change your mind, im here to tell how thing are and move on and occasionally reply to your responses that amuse me.

    Things are the way I told you they are, from experience ^^

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613511#Comment_3613511

    correct, suck it up because this is one of the few punishments of getting into the basement

    I don't think I will. These arguments have been quite weak thus far. It only fuels more reason for players to give up on hook early. I don't think your way of seeing this issue is quite there yet, but hang in there, you will face it yourself eventually and see my way.

  • @TeleportingTurkey said:

    literal skill issue unless killer can block the basement without any way for you to leave which Im pretty sure was patched long ago.

    So when facing an abusive system that has a very tiny chance of survival if any, you are okay with that and call it fixed? This is not a matter of "skill" when you can clearly predict the Killer's movement pattern and still fail to get past him simply because all he has to do is walk slowly back while zigzag on the stairs to waste your hook protection timer and then just down you before you can even reach halfway of the stair.

    @appleas said:

    The basement is supposed to be a dangerous zone.

    The counterplay is to identify where basement spawns early in the game and avoid looping in the area.

    It wouldn’t be a “basement” if it had an additional exit, it would just be another room.

    It already is dangerous, even without abusive stair body blocking.

    That is very cheap counterplay. And again, poor game design if it is the only way to counter it.

    There are basements with two exits, what kind of logic is that, lol.

  • Same happens on that funny stone pillar which the generator rest on top of for 3 survivors to fix, but the front end cannot be accessed by survivor or killer. I don't remember the map name, but it happens every single time there is a generator on top of the stone.

  • It's called "Balance" - Lol just kidding, BHVR doesn't know what that means. Else Nurse would not exist and Blight would not be so broken.

  • @mizark3 said:

    They have already been significantly nerfed from prior levels of strength, to the point I honestly don't take issue with them anymore.

    Syringe was nerfed from a personal 16s base to 24s base. That is on top of burning the medkit entirely, so no reuses with Built To Last.

    BNPs also were significantly nerfed from 22.5 gen seconds to 10 gen seconds. Technically if a gen is regressed multiple times it can still be a buff, but you need something like 1.5 gens worth of regression AFTER the BNP is used to be equal to the old 22.5s. That being opposed to being able to use the old BNP when Tinkerer would show up and bypass that entirely.

    On top of all of that, Nurse and Blight both still exist in such a broken state that Survivors need equally broken tools to compete. I would gladly have a separate queue for no Blight/Nurse/Syringe/BNP if it came to it, but as is, you need nukes to fight nukes, and you can never know what armaments your opponent(s) is(are) bringing.

    I would gladly have Nurse completely removed from the game if BVHR can't bring themselves to rework her completely. The whole teleporting and ignoring pallets and windows is just downright busted and has always been. Also, he is very annoying to play as due to her downtime after a swing while she stares at the floor disoriented and exhausted. Everything about her just screams outdated for modern Dead by Daylight.

    As for Blight, I think he is way overpowered with his Pinball ability able to catch up to survivors in mere seconds after a swing and also able to land hits from tight corners.

  • Sprint burst is pretty much just another health state. Lithe too if you have a window nearby.

  • The bar is a complete joke in its current state. As long as there is survivor there nearby trying to unhook you while the Killer facecamp, the bar moves almost nowhere, thus completely destroying the point why it was implemented in the first place.

  • The main building is far too strong for survivors. There are two strong window loops there that makes any killer rage.

  • I refuse to play Blight simply because of this very reason. His collision has been busted for a very long time and I absolutely cant take it when I lose a chase because of bad collision.

    • - Nothing is done to cheaters
    • - Almost zero quality of life improvements
    • - The Bloodweb is an outdated extremely tedious system that has not seen any form of rework
    • - Lack of new maps
    • - Lack of real balance
    • - Maps have way too many pallets located next to each other and still, there are infinite jungle gyms for survivors to abuse.
    • - The healing boon totem broke the game for Killers and forced them to tunnel and camp even harder than ever before, just remove it already, no amount of nerf will make it work.
    • - New killers are just copy-paste borrowing old Killer's abilities. Sadako is just a combined power of Wraith (Invisibility), Demogorgon (Teleport), and Pig (Curse). We want exciting new Killers that bring something completely new to the game, not the same old in a different shape.
    • - Lack of quality of life improvements
    • - Fixing gens is so boring as a survivor
    • - There are so many ways for survivors to rush gens and make matches end before they really even started, again, forcing the killer to tunnel and camp.
    • - MMR system

    Let's face it, Dead by Daylight is making a slow death and BHVR can't fix it because they are way too stuck in their old ways, and I don't mean just the game engine that greatly limits their options. As soon as Evil Dead The Game and other new Killer-Survivor-based games get released this year, there won't be many left to play this game.

  • It is clear BHVR chases after Survivor players because that's where the money is at. Survivors are played in third-person, meaning there is much more value in the cosmetics than for Killer players who can't even see their skin for most of the time.

    Survivors make money, Killers are just an afterthought. This is why BHVR focuses to make Survivors most fun to play at the expense of Killers, not because BHVR has something against Killers but because they are horrible at balancing the game, so at the very least they make sure not to anger survivors - This is what I believe, why else Killers are constantly feeling less and less powerful against survivors when they should be the one feared.

  • I have often used pallet destroying build with all perks prioritizing quick chases: Bamboozle / Brutal Strength / Enduring + Leatherface Chainsaw for quick pallet breaks in anticipation. Despite this, I often find myself breaking pallets even at the end game when all pallets should be destroyed by then but no, there is just SO MANY of them.

  • Bubba is the only killer in the game with the ability to secure 1 kill no matter how bad the Killer may play. Often when survivors play toxic or abuse maps with obviously broken jungle gyms, Bubbas tend to shift their objective from winning the game to punishing the survivor. It is very tempting because DBD is built in a way in which players often lose their temper - something that is very common in all competitive online games. Bubba's design just makes it far too easy to play "unfair".

    I main bubba but even I think he needs a rework for how easy it is to face camp with him.

  • Leatherface meh? He can make pretty strong comebacks when putting up the pressure, forcing risky saves, and punishing survivors for it. I say he is great in the right hands.

  • @CashelP14 said:

    Unique killers are very tough to balance, especially now after 5+ years of perks. Nurse is the best killer in the game because she completely ignores the rules to surviving in dbd.

    You need a killer who can down survivors, hook them and sacrifice them. If you don't need most of the perks on both sides are useless. Unfortunately giant spiders can't do that. Plus it takes too long creating new killers like that on a consistent basis since they need to create completely new models.

    It is not really about the problem of something being too complex or time-consuming to make, but rather money. BHVR already has a strong pipeline for their DLC releases and they are far too comfortable to change it and try new things. But they will see that old players will grow tired of seeing the same old stuff year after year while the core issues existing in the game with no fix in sight. Eventually this will lead to a major drop in player base due to lack of innovation and ability to stay relevant in modern video game market that will offer new and better choices for 4vs1 horror survival

  • @Nickeleye said:

    They know anything, truly unique, will break the game at this point.

    I think you are right. Many of the Killers barely function. Bubba alone is still suffering from an audio bug and just yesterday I encountered a bug upon receiving DS from a survivor that rendered my chainsaw exhausted for the rest of the game. Imagine playing M1 killer with no ability whatsoever.

    I can't even dare to play Blight for his slippery ability that does not register collision most of the time, something that has not been fixed even to this date since his introduction.

  • @Sleem said:

    https://forum.deadbydaylight.com/en/discussion/311021/bloodweb-should-have-insta-buy-all-button

    In order to avoid that, just spend all your points that you got from your previous match while you wait for your next match. I always load in with 10k bloodpoints or under. That's also not that hard to implement on the player's end, so why should BHVR care?

    This is the same logic as saying that devs should not improve the game and user experience because the players should be able to make merry with what is already offered.

  • @ThiccBudhha said:

    I have to do it manually to make sure I am only buying the cheapest items.

    Could have an option to focus on cheapest items first. I don't think that is any more complex to implement :)

  • I used to play Killer most of the time but nowadays I have switched to survivors a little more often simply because every Killer game has become a sweat race to get anything done against survivors that have become a much greater force to deal with than ever before in the history of Dead by Daylight, thanks to all the overpowered perks they and balance patches they have recieved.

    Survivors have become a bully squad able to finish all gens before the game even begins, not much fun in that now is there.

  • Feng simply because she has the best skins and she gets the most attention out of all the survivors, even to this date - In my opinion I might add.

  • There is a lot of other Killers I would much rather like to see in the game, but FNAF definitely belongs to the game and would be a welcome addition to the roster, assuming they pick the right one among many of the animatronics, or if giving multiple skins to choose from, that would work too.

  • @Myla said:

    Doesn't sound like it's high MMR if you're getting harassed by flashlights and you have to use Lightborn.

    Here we have a prime example xDDDDD

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