TotemsCleanser
TotemsCleanser
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- TotemsCleanser
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I just want a button for us to activate our power (like Oni) and not have to 99% it like we do rn 😭 I'll take a couple basekit buffs but that damn button is my #1 wish as a Mikey enjoyer.
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The little easter eggs in the Midwich map! Mainly the locker jumpscare in the locker room, and the fact that you must complete the music room and the laboratory's gens so that the clock tower's chest becomes available in the endgame.
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It will become available on June 17th. It will be available on desktop and mobile (whether it's just a website or an app, I don't know). You'll need to create a BHVR account and link at least one platform (Steam, Epic, etc) to use it. It will track all your stats from September 2020 onwards (they said for logistic reasons they can't track stats any older than that).
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He seems fine. I'd increase the size of the AOE axe effect, that bubble is way too small imo. Other than that I think he's fine, not crazy strong of course but neither too weak. The axe allows for a lot of skill expression from what I've seen.
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I enjoy both M1 and M2 killers, they bring variety to the game and I would actively dislike it if every killer had some sort of M2 because then the game and potential killer design would become stale and boring.
And the fact that M1 killers exist does not mean they lack powers. The fact that their way of getting downs is through M1 does not mean they can't have very compelling powers going on. Not to mention that, these days, some people won't agree on what M1 means anymore. But leaving that aside, there are many M1 killers that I find much more fun and interesting than many M2 killers, with the prime example being Doctor, my absolute favorite killer in the game. Myers is also a great example of an M1 killer I love and he's the pinnacle of M1-nnerism, lol.
To answer your question, you need to understand what the strengths of your character are. I think that many people struggle with M1 killers because they don't get that having no strong M2 that allows them to get downs more easily =/= having no power to take advantage from. Let's see Doctor, for example. Doctor is a killer with an anti-loop power, decent tracking tools and built-in slowdown. So, when you play as him, your best shot is making use of those features to their best. I personally love focusing on slowdown, and thus go for anti-healing builds with bigger terror radius perks and/or add-ons + anti-healing perks. You can also go for a different sort of slowdown through the use of skill-check perks. Doctor's madness mechanic excels at slowing people down and, combined with even MORE stuff that slows people down, can become lethal.
Let's see another example in Myers. Myers is a killer whose only two strengths are potential for stealth and insta-downing. As such, he benefits the most from either perks and add-ons that help him benefit more from that stealth potential, or from perks which will enhance his potential for chaining insta-downs. Right now my favorite Myers build leans into the latter playstyle, these days I'm running an Infectious Fright + Forced Hesitation + Rapid Brutality combo. And I could probably even get better results from a haste-stacking build to be honest, I just think Forced Hesitation looks silly lol.
So you should sit down and think: "what areas does this killer excel at?" and adjust your builds and playstyle accordingly. Every killer has a power and thus every killer has advantages in some area, even the weakest ones. Of course, a killer being on the weaker end of the spectrum means that you'll have some tougher matches and some matches where you will lose. But if you were interested in walks on the park you would be going for full-aura Nurse builds or full-slowdown Blight builds, not asking about M1 killers :)
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Doctor, though he would be annoying as hell to face, but he's my main so I don't care lol. Also, as survivor I'd much rather take a Doctor in 2v8 than another damn Legion.
In terms of which killers I think would be nice to play against in 2v8, Myers (unlikely as he's licensed but whatever), Clown, Demogorgon (same as Myers), Trickster, Artist, Chucky (same as Mikey), Unknown, Singularity and Houndmaster. I think everyone else has some sort of ability that would be poorly adapted to the mode (BHVR would make them either too weak or too strong). Of course some of the killers I mentioned would need a lot of help (mainly Myers, Clown, Demo and Houndmaster), but if done correctly they could feel nice to play as and remain fun to go against.
Honestly, if I personally had to choose the next two killers I wanna see, I'd go for Unknown and Trickster. A ranged killer focused 2v8 would be neat. Unknown would need to be able to leave more hallucinations behind, as the maps are bigger and there are more survivors to dispel them, and the dissipation time should be a bit longer. It should also take longer to successfully remove UVX by staring him down. Trickster would thrive in 2v8 as there are twice as many survivors and that can easily grant him a bunch of Main Events. He would still need some buffs of course, probably being able to carry a bunch more knives and his movement speed being a bit higher when he's throwing knives. Among other stuff, probably. But I think these two killers are the easiest to add to 2v8 right now.
Also Dredge would be HELLA fun and HELLA annoying. Nightfall on a 2v8 match would be crazy! It would be like 2v8 Lights Out. Man I miss Lights Out………
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I think this attack after Fly CD nerf is happening for two reasons:
- They are trying to make Fly more map-mobility-oriented, rather than chase-oriented.
- They are trying to compensate for the CD reduction buff (as in, the CD of Fly itself will be reduced, since all spells' CDs will be) and for the duration and speed buffs (Fly will last longer and Vecna's movement speed during Fly will be faster).
Personally, I would go through with the buffs above and no attack CD nerf and see how he feels. His current attack CD after Fly is somewhat rough, but I think it would feel more granted after these buffs. I think I understand why they are going for a nerf though, as they are probably trying to avoid a Kaneki/Legion/etc situation where they can use their power for mobility, cancel it next to the survivor with a very small CD and immediately get a hit. I think that's the logic behind this nerf. Now, does Vecna need this nerf to compensate for his buffs? Probably not. Like I said, I would've gone for these buffs without the nerf and then, if his Fly becomes too oppressive in chase, evaluate nerfing the attack CD. But I guess I'm not BHVR, lol.
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Like others said, it depends on what your goal is. But generally I'd say false. Some of my favorite DBD videos out there are Tofu videos where he used to try insanely niche killer builds or test how good certain niche killer add-ons could be. In like half of those videos he got cooked by survivors either because the build was too silly or because the add-ons were actually really bad lol. But those videos were my absolute favorite! I think I lean much more towards creativity and content creators trying to come up with something new (even if they lose), rather than the trillionth video of an S tier killer with four slowdown perks getting an easy win.
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Being unable to comfortably burn bloodpoint offerings because the moment I take off my Sacrificial Ward I get immediately sent to Azarov/The Game/Eyrie/RPD by survivors.
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2v8 is a silly event mode and it's far from balanced anyway, so I don't think pallet repairing is that problematic to be honest. Not to mention that there's a huge shortage of survivors playing the mode, removing one of the very few "special" mechanics for survivors in it would only make that shortage worse. I agree that pallet repairing should never exist in 1v4 (outside of event modes) but in 2v8??? Let it be.
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Omg Ashley and Luis would be neat :( Though I see them more as potential legendary outfits for Leon and Ada to be honest.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927421#Comment_3927421
The problem with that is none of the achievements or trophies can be changed at all unless they become physically unattainable on the consoles.
But that's not true because they did change the one for getting 30 hits after being blinded, making it so that you only need to do it once now. Not to mention that shaping an entire game over a certain platform refusing to have achievements changed is kinda crazy.
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@JPLongstreet said:
The issue with completely getting rid of map offerings is the various achievements and trophies associated with a particular map. The notorious one for RPD comes to mind.
Agreed but I think that can easily be fixed. To begin with, the RPD one should be reworked so that you only have to do it once to get it done. Kind of like how they recently changed the one where you have to hit a survivor 30 seconds after they blind you, it used to be 30 times but now it's only one time. If they changed that achievement (and tbh idk why they did, it was quite easy), they can change the infamous RPD one.
The rest of the challenges should make it so that you have to repair one gen, ANY of them, and escape. It might be a while before you get it done once the maps are fully randomized, but it's not the only RNG based achievement, think of the one where you have to escape with Vecna's hand/eye, where you have to face Vecna specifically AND get lucky enough to get his eye/hand from a chest AND manage to escape - and there are many more achievements with RNG elements. Having it be any gen would make it much easier than the current achievements, where you must repair a specific gen and it does not even count if other people finish repairing it before you're able to get to it. So you have to manage to repair THAT one gen and escape. Whereas with it being any gen you could get it done much more easily. Plus, without map offerings, map distribution would be much more balanced, so you wouldn't see many of those maps as rarely as you do right now due to the overabundance of Eyrie/RPD/Azarov/etc.
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It's been happening a lot to me, nothing too terrible as I can still play, but it's a bit annoying.
Also, some streamers have been getting actively targeted by cheaters, getting such crazy rubberbands that the game becomes unplayable. Have seen some clips and it's insane. And apparently they got some sort of confirmation that they were being targeted.
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It's the fact that I get like 2 BPS per prestige level and a fuckton of map offerings I will NEVER use that pisses me off. Plus the fact that if I want to avoid going to whatever ######### map the other side or even my solo Q teammates are trying to send me to I am forced to burn a Sac Ward (which doesn't even guarantee that you won't be going to that map because it cancels the offering but not the chance of randomly being sent to that map anyway) and thus cannot burn any sort of bloodpoints offering. At the VERY least Sac Wards should remove those maps from the pool completely, you wanna go to Eyrie huh? Well risk getting countered by a Sac Ward and now being sure you WON'T be going to Eyrie at all.
And I'm so sick of going always to the same maps because everyone keeps burning them. Like even if I'm playing survivor and a teammate burns Eyrie/Springwood and I know those maps work in my favor, I don't care, I don't want to go there for the millionth time! I like variety! These days the game has become a never-ending cycle of Eyrie-Springwood-The Game-Azarov-RPD-Haddonfield. Let me go to Toba! Nostromo! Midwich! Ormond! Dead Dawg! Yamaoka! Literally anywhere else lol.
Removing these stupid offerings would be the best choice 100%. I've read arguments about making them work as map bans instead and I wouldn't hate that, but the bloodweb is cluttered enough with useless stuff, we should be cleaning it up a little and the removal of map offerings specifically would make for a HUGE QoL improvement. Not only does it mean we might see more BPS, we would be getting many more of much more useful items and add-ons of the same rarity!
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Yeah tbh when I'm not getting bullied it's really fun. When I get bullies on the other side (be it survivor or killer) it's a whole different story. But when I don't and people are playing normally? It's lots of fun.
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I got it randomly bc I've been playing an insane number of matches as Chucky with a full aura build and didn't even bother to read the challenges… but 800 secs is crazy lmao
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My top picks are:
- Supernatural. Dean and Sam as survivors + lots of potential for legendary outfits, such as Castiel, Charlie, Bobby, etc + possibly -but not necessarily- some iconic monster from the show as killer. I
- Until Dawn. Given that BHVR has collaborated with Supermassive before (Frank Stone), I think it's likely to happen at some point? Would love to get the Wendigo as a killer and possibly two survivors with tons of legendary skins. Sam would definitely be one of the survivors - choosing the other one is trickier, probably Mike? And the rest could be legendary skins. They could also get a new realm based on one of the scenarios of the game (the mountain itself, the mines, the sanatorium, the cabin), or maybe a new Ormond variant since it fits so well.
- Outlast. I would KILL for Miles Upshur as a survivor, with Waylon Park as a potential legendary skin, and there are quite a few options to choose from for the killer (the Walrider, Richard Trager, Eddie Gluskin, Chris Walker, etc). I'd personally go for the Walrider as the killer, and possibly add the others as legendary skins.
- IT. Never going to happen unless someone manages to convince Stephen King to lend us his creations. But Pennywise as the killer would be awesome and there's a bunch of iconic characters to add as survivors/legendary skins for survivors.
- The Shining. Same as above. But getting Jack Torrance as a killer and Wendy Torrance as a survivor would be SO cool.
- The Evil Within. There's A BUNCH of options to choose a killer from (the Keeper, Laura, Ruvik), and a handful of characters that would make good survivors (Sebastián Castellanos) or survivor legendaries (Juli Kidman, Joseph Oda, etc).
- Mouthwashing. Really good potential for a survivor chapter, I'd personally go for Anya but would also love to see the rest of them, especially Swansea and Daisuke.
I could go on but I'd say these are the ones I'd love to get the most.
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Azarov used to be one of my favorite maps as both roles back around 2020 but these days I just hate it.
Midwich is my favorite map for both sides currently. It is more killer sided but I just love it as survivor too, can't help it. I also like Dead Dawg a lot, both roles.
Haddonfield is hella killer sided but I don't mind playing there as survivor and will take a Haddonfield match over a Forgotten Ruins/Hawkins one gladly.
I actually like Toba Landing :) And find Nostromo boring af but I think finding Nostromo boring is a popular opinion.
Totem spawns are the most balanced in Dead Dawg Saloon and Midwich.
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Currently on tier 21. Have played very little survivor but a bunch of killer matches. Can't say I really like this new system, I'm not even keeping track of what quests I have and it doesn't even matter since they are all so generic there's no need. I'm finding out that, though some of the tome challenges were a bit annoying, most times I enjoyed having some specific challenges that required me to play a specific way :( now it's all "hook people" "kick gens" "break pallets".
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@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925186#Comment_3925186
Outright dismissing valid grievances as us vs. them. PC has huge advantages over console mechanically, they can use filters and reshade which give an advantage, and the large amount of obvious and subtle cheaters are coming from PC. It's not lost on me that every "juicer" survivor that wins every 50/50, always paths perfectly, and never messes up in chase is on Epic or Steam. The amount of work it takes to try to report a subtle cheater is way too much to ask when they aren't going to get banned anyways
I'm not dismissing anything. PC players are not your enemies. Suggesting that console and PC are separated so that console players don't have to deal with cheaters the same way PC players have to is crazy to me. We should be asking so that the console experience is directly improved by more optimization and even some little QoL advantages (like the aim assist system for Overwatch console players, which for obvious reasons only console players get). We should also be asking BHVR to improve the report system so that it's easier to get cheaters banned, and to implement a stronger anti-cheat so that we don't have to manually report every cheater. PC players are sick and tired of cheaters too, and separating PC from console solves nothing. This anger y'all are directing towards PC players solely for playing on PC as if we're all cheaters (we are not) should instead be directed at BHVR for not solving both the rampant cheater epidemic and the console performance issues once and for all.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924710#Comment_3924710
I dunno about the other people who were part of the console-only conversation, but I for one wasn't talking about taking anything away from PC. We were focusing on console, and giving console players console-only cross-play. We just want to separate ourselves from PC. We don't care what PC players do if we're not forced to play with them. Right now, turning off cross-play means we don't get matches.
In this fantasy land where console players get console-only cross-play, PC players would get what many have often claimed they want, which is no more console teammates.
This community is so cooked that now we have "Us vs Them" discourse about PC and console lol.
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XD
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You know, the more I think about this topic the more I realize that what bothers me the most (aside from the obvious accessibility issues, the fact that no one asked for this change and the fact that they decided to introduce a change no one asked for when there are more pressing matters that need addressing and that people have been pointing out for years now) is the fact that the new scheme keeps the color green but for a different rarity tier. Because if they had changed the green and yellow items/add-ons/offerings/perks to be two completely new colors, sure. It would still suck but eh. But the fact that formerly yellow stuff is now green makes it all so unnecessarily confusing for the older players of the game. I think if you're going to introduce a change like this, you should overhaul the whole thing at once and avoid assigning the former colors to different rarities.
TL;DR the changes would suck anyway but they could at least have avoided a lot of confusion if they hadn't made formerly yellow stuff green.
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Idk, yesterday I played four solo Q matches and I faced Deathslinger, Huntress, Nurse and Spirit. But honestly both Nurse and Spirit don't show up very often in my matches. I played only one survivor match during the latest Chaos Shuffle, in which I faced Sadako. But back when Blood Moon was on, the killers I faced the most were Kaneki (31% of my games were against him lol), Blight (11%), Huntress and Myers (7% each). From a grand total of 55 matches, which isn't really that many to be representative of anything… but it is representative of my own experience. That 31% is crystal clear on why I barely bothered to play survivor during Blood Moon, lol.
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Historically, most of my Chaos Shuffle matches have had either insane add-ons, insane toolboxes, insane tunneling or a combination of all three. Then when I go play regular queue people are often much more chill. It sucks because I find Chaos Shuffle pretty fun as you get to try different perks and try to get value out from even the most niche of them. But it's hard when the match is quickly over either due to genrush or tunneling...
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Personally, if they wanna implement something so that staying in the gate instead of leaving is risky (as to reduce the number of survivors who endlessly wait so that you see them tbag before they leave), I'm fine with it. But what I dislike is that they're giving these gate blocking mechanics* to specific killers, instead of creating a base-kit mechanic for all killers. It's neglecting the older killers and giving all the shiny new toys to the new ones.
*Deathslinger being a menace at the gate does not count because it's not that the gate is blocked, it's the way his power works pulling you out of it. I'm referring to killers getting some sort of mechanic that actually blocks the exit.
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I don't think this is needed but if I believed in any conspiracy at all it would be that BHVR sends you to these maps on purpose whenever you're playing any of these killers, because what do you mean that whenever I try to play Blight or Billy I get immediately sent to Lery's? One time I got Lery's THRICE IN A ROW as Blight, no offerings no anything just sheer bad luck. I thought BHVR's map repetition system prevented this lol
Anyway, I think it's fair that you can be sent to unfavorable maps every now and then. Even if my luck sucks lol
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Depends on which Hex I'm running, but generally yes, I pair it with Undying unless I really need all my three other perks.
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@Error_Social said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918254#Comment_3918254
YES! That's it! I always rate 5 stars, no matter what. It really helps the devs so I use it all the time
How does it help the devs to always rate 5 stars? If you're having loads of fun then go for it (and I'm happy for you) but I'd argue that many (if not most) of my matches are not deserving of 5 stars in terms of fun.
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Are you referring to the did you have fun feature?
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Y'all are arriving to these silly arguments like 4 years late.
No, FNAF's fans these days are not children, most of them are either late teenagers or adults by now, as over 10 years have passed since the release of the first FNAF game. Not everyone who cares for FNAF is a child (I'm almost 30 y/o lol). And most of the FNAF fans who are currently children do not care for games such as DBD, most of them won't even try the game, and those who do won't stay for long. DBD as a game does not cater to children.
Yes, FNAF has become an iconic horror franchise whether you like it or not.
Also, you're allowed not to like any FNAF character designs but that does not mean they do not belong in DBD or that they are not "scary". It's a matter of personal taste.
Last but not least FNAF is coming into the game this anniversary and there's nothing you can do about it so I'd suggest investing your energy somewhere else <3
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I get a bunch of motion sickness from swapping between cameras, otherwise he would be my main.
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Haven't faced a single Hag or Demo in all of 2025 so far.
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I don't think it's the devs themselves who hate stealth, I think that they are simply "reflecting" what the playerbase thinks, and the playerbase does hate stealth.
As killer it's insanely boring to go around the map trying to find someone to chase, not to mention that taking a long time to find someone might equal many gens popping on the other side of the map, thus aura builds are extremely popular.
But most importantly, many survivors hate stealthy teammates because the fact that you, as a stealthy player, did not get found does not mean that the others won't, and most times stealthy teammates end up with zero hook states whereas everyone else who actually tries to distract the killer through chases ends up dying. Stealth is the kind of strategy that only works if everyone is doing it, otherwise the same survivors will be chased all the time and end up dying faster, turning the match into a 3v1 much more quickly than if the never-hooked stealthy survivors took the chase. Also, while not every stealthy survivor plays like this (some actually show their faces and take chase when it's needed) it doesn't help that it's very frequent to meet stealthy survs who play very selfishly.
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SH fan here, I only play Robbie the Rabbit Legion, specifically Frank because pink is the "canon" color for Robbie. Though I really like that they gave a different color to each Legion, if I was rich I'd buy them all and alternate them each match.
I will very rarely play a less flashy skin only if I'm going for a stealth build. Robbie is neat but you can see him coming from a mile away lol.
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915035#Comment_3915035
I assume that the ptb is not connected to the auric cell shop then? Because some things can only be paid with auric cells but I don't have enough
I think in the most recent PTBs they added a bunch of auric cells to everyone's accs so that everyone can try out whatever licensed stuff they want, even skins! Of course those auric cells are PTB exclusive though.
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@Aven_Fallen said:
Are you sure that those interactions are affected by Resilience? The new wiki does not mention them:
https://deadbydaylight.wiki.gg/wiki/Resilience
Only the old wiki mentions them.
This. As a rule of thumb, always look up DBD stuff in wiki.gg, not in the Fandom wiki, because not only it's full of ads but also a lot of information in it hasn't been updated in a long while.
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Speak for yourself, I've been bamboozled by illusions all too many times 😭 It takes me being literally right next to the illusion to realize it's not real lol
Edit: Why am I being downvoted lol I didn't call for buffs or nerfs or anything I just said I'm a dumbass 😭 these forums are so cooked man 😭😭😭
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You only keep it for the duration of the PTB, in the PTB only. It is not transferred to the main game, nor do you lose any main game currency for spending it in the PTB. So feel free to buy anything you want in the PTB! But be aware that you'll have it in the PTB only.
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As killer I've been matched against a godlike 4-man SWF one game and against newbie potatoes the next. But this is all happening within the event mode, which does not use any MMR afaik, so I think it's bound to happen.
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Ghoul under Artist and Pyramid Head??? Idk about that one chief
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914130#Comment_3914130
i hovered for a while over the downvote button, but decided against it, because you got right a lot with this post and obviously a lot of knowledge and esprite went into it, BUT I think that context matters a lot, too.
For example right at release Houndmaster, Dracula and Singularity felt aweful and only the first round of hitfix patches made Houndmaster and Dracula dangerous and safed them from mediocracy. But especially Singularity was significantly weakened from his PTB version, so much that it felt like a rip off and the survivors had so much active say over Singularities use of their power that it felt like playing just an M1 killer without any saving grace.
The buffs to Singularity only happened MUCH MUCH later, at a point were this killer had all but disappeared from the publics eye and wasn't really encountered by players, because his power felt to unrewarding and clunky. That he is NOW in the buffed category feels a bit missleading or missing the point.
Sorta the same could be said about the Dredge, whoms supposed great map mobility is hindered a lot by erratic locker placement and how the survivors quickly wisened up to the fact that closing half the lockers instead of all of them is just the biggest time sink for the Dredge, eventually showing in the pickrates plumeting. The massive 8.2 buffs were much needed and happened extremely late in the killers life cycle, so again, calling this a net-buff in this context feels a bit out of the loop.
And the changes to the Alien feel far from "mixed", in my opinion. While right after release the Xenomorph was extremely overtuned due to the lack of punichment for missed tail attacks, after this was nerfed, the killer felt extremely unrewarding and miserable to play to most killers, because it was hit with the infamous double nerf, ie rewerting the wrong PTB to life change (this was good and necessary) but also slapping another nerf on TOP of that (which kinda killed the alien). To be honest, I haven't played the Xenomorph since its newest wave of changes, but most players don't seem to be too happy about that one either, so again, calling it a net-mixed bag feels disingenuous.
Still, I appreciate the work that went into your post, so take my neutral stance as a win.
Yep, like I said, not everything I listed might be absolutely accurate. But I want to point out that, with my comment, I'm trying to dismantle the notion that BHVR always releases decent characters who they quickly nerf as soon as they've grabbed their cash. Because the original post I quoted seems to believe that BHVR nerfing all killers soon after their release is a thing that actually happens all the time when, really, it does not happen that often. And this idea that BHVR does so as an easy money grab, though not explicitly stated by the OP, usually comes in hand with OP's statement, so I'm trying to tackle the two at once. And I'm trying to showcase the actual diversity of changes killers got, from buffs to nerfs to QoL to… stasis, in the unchanged killers' case.
Also, I did not consider the changes that happened from the PTB to live because I'm analyzing what happens after BHVR releases a killer to the general public (as we know that not that many people play the PTB, since it's restricted to PC only and most people playing it are the most hardcore DBD fans, who rarely reflect the way the new content will be received by the general public). Like I said, since I want to dismantle the idea that BHVR maliciously nerfs every killer soon after they're released, taking the PTB into account is a bit pointless.
I am aware that BHVR releases a lot of killers in an unfinished & unpolished state, though. It's been my biggest criticism against BHVR as of late, since the last two killers we got made it seem as if they don't even try playing their characters before they release them (and some older ones too, like Twins due to how buggy they were, or Blight whose FOV was what Chucky's would be rn if he wasn't 3rd person, and who also needed all maps looked at & changed so that collision would properly work). I don't particularly remember it being the case for Dracula (though it's true that he received buffs in the first patch he got) but I am fully aware that killers like Houndmaster or Twins were released with a TON of bugs, and that the buffs to Houndmaster in particular came with the intent to compensate for them. Of course, though many bugs have been fixed, many of them remain to this day, but that's a different subject. In the case of Singularity, he needed a LOT of QoL changes to make him less clunky to play, which came in hand with many buffs too, and it's true they came like a year after his release, so he might fit the "unchanged" category, though the killers I included in that category either remained 2 years with no changes or have not received any big changes yet. But you're right that he was neglected for a while. Bear in mind that this does not coincide with OP's statement, though. They imply that every killer gets nerfed after their release. Being neglected needed buffs for a while is not the same as being outright nerfed. And, besides, he ended up getting those changes anyway, and now sits among some of the best killers in the game.
As for Dredge, I agree with you. I never said he was OP or even strong right now. I'm just pointing out that he did get some buffs. Are they enough? Nah. Killers whose power is so reliant on maps will always feel clunky and Dredge is probably hit the worst in that sense, since lockers vary A LOT from one map to another. Though it's true that his buffs came like two whole years after his release, so he actually fits "unchanged". Again, though, he was not nerfed.
As for Xenomorph, you're probably right. She's the killer I had the most doubts about when making this, especially because some of her changes are really new and there was recently a PTB where Xeno mains caused a big uproar (justifiedly so, from my understanding). However, it's tough to say if she's actually in a worse state right now, because many of her recent PTB nerfs were reverted and thus she received mostly buffs in the last update. Since I'm not sure about the overall outcome of her changes, I included her in "mixed". It does not seem her changes go strongly either way, it seems as if she was a clunky killer who received a bunch of changes but remained as clunky as before. Since that clunkiness is not new, the changes are not necessarily nerfs. But like I said, I don't really know for sure.
To be honest I'm tired of this narrative about every killer being nerfed little after their release because it's simply not true. My assessment of the aforementioned killers was a bit inaccurate, but I think we can agree that most of them (Xeno possibly being the only exception) were not nerfed after their release. I think that if we want to have a proper discussion on balance we need to stop spreading false narratives (which, mind you, often have their foundations in senseless Us vs Them narratives which are the one thing I can't stand about this community).
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These are actually neat.
I really like the change to Undone, since right now it's a meme perk and I say that as a Doctor main (the killer that can probably get the most value out of it, but even as Doctor it's a joke of a perk).
Your suggestions for Dying Light and the new Penti are also pretty solid. I think showing Pent's aura after some time is needed because of solo Q, but it would be nice if the aura wasn't shown immediately :)
Hex: Ruin can be buffed a bit now that the old Ruindying is gone. It's been gone for so long that it makes me wonder why Ruin is still unchanged.
Your suggestion for Pop is on point because it would only be an improvement for slow killers, who definitely need a little help these days.
And I'd argue that Thana could get even a bit more love than you suggested without it becoming too crazy.
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@Bodark said:
You can just simplify “The Freddying”
- New Killer Releases with a power that could be anywhere on the spectrum of very weak to very strong
- Survivors simply don’t like the power and refuse to learn the counter play or interact with it
- Demand Nerfs
- Review Bomb Chapter until Nerfed If Devs don’t listen
- Rinse and Repeat for every single killer
If you make that the Criteria then you can apply “The Freddying” almost every single killer that has ever released!Freddy was quite literally the worst killer in the game and survivors still wanted him nerfed because they refused to learn that 1 action they had to do to wake up. And then they review bombed the game until he got gutted.
Classic Survivors!
If you make that the Criteria then you can apply “The Freddying” almost every single killer that has ever released!
Do you genuinely think this is something that happens in reality? Let's look at some recently released killers and how they were treated since their official release:
- Kaneki: received some extremely needed nerfs.
- Houndmaster: received multiple buffs since release and only VERY minor buffs such as Dog vault speed going from 0.45 s to 0.65 s.
- Dracula: received multiple buffs and two nerfs to CDs.
- Vecna: received a fair mix of buffs and nerfs, mostly to CDs.
- Unknown: only received a slight buff and QoL changes.
- Chucky: this one was actually heavily nerfed.
- Xenomorph: received a fair mix of buffs and nerfs.
- Singularity: received many buffs and a bunch of QoL changes.
- Skull Merchant: also heavily nerfed AND reworked multiple times.
- Knight: received many buffs but also some nerfs and tweaks that in a way reworked the way he works and made him a bit more unsatisfying to play as.
- Wesker: remained unchanged for like two years before receiving very slight nerfs.
- Dredge: received multiple buffs.
- Onryo: was buffed, nerfed, and reworked so many times that she might actually have been Freddied™
- Artist: remains UNCHANGED since her release.
- Cenobite: remains pretty much unchanged since his release, with a single little nerf to his cube teleporting somewhere else if he stands on it for too long.
- Nemesis: has only received buffs.
I could go on but we're already in 2021 (with Nemesis being an Anniversary killer) so I think that's enough.
Overall
BUFFED: 5 (Houndmaster, Dracula, Singularity, Dredge, Nemesis).
NERFED/REWORKED: 5 (Kaneki, Chucky, Skull Merchant, Knight, Onryo).
MIXED: 2 (Vecna, Xenomorph).
UNCHANGED: 4 (Unknown, Wesker, Artist, Cenobite).
It seems a lot more balanced than you claim. People need to stop with this narrative of all killers getting gutted soon after their release because it's not true.
And also, do you genuinely believe that 100% of times survivors simply never learned to adapt? Is it really IMPOSSIBLE for BHVR to release a killer who is fundamentally overpowered and needs nerfs? Because I agree that survivors sometimes DO refuse to adapt, like with the latter iterations of Skull Merchant (people are still DCing these days) or with the original Freddy design, but sometimes killers ARE too strong and deserve the nerfs (Kaneki being the biggest offender as of late). The same way that sometimes killers ARE too weak and deserve buffs (Dredge is a great example of this).
Also feel free to argue with my reasoning for some of these because I'm not 100% familiar with every single killer in the game and how every single change impacted their gameplay. This list is not 105% accurate but I think it more or less reflects what has happened with each of these killers since they were released.
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Chucky and the Houndmaster's add-on were nerfed, not reworked, so I don't think they fit this category. Not to mention that, though Chucky's nerfs were a bit too harsh and somewhat unneeded, the nerfs to Knotted Rope were 100% guaranteed (they did go a bit too overboard with them, but the original 40% in the PTB was insane). So far neither of those fit this category.
Freddy and Skull Merchant, however, absolutely do.
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From your profile pic I'd say the Clown, but I'm choosing Hux because I love him :3 Dredge is a solid choice too!
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Certain killers are hit harder than survivors (Clown and Singularity being the main ones imo), but from my experience survivors run Haste builds much often than killers. So I would say that it's more or less the same for both sides. Though it's hard to say when some killers will be hit hard by these changes (like the two are mentioned) whereas others will barely notice (like, idk, Doctor or Artist). Personally I don't like these nerfs at all, no matter the side.
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I personally think that events should encourage a much more chill time than regular queue, because after all events are for fun. This goes from encouraging interacting with whatever the event brings into the table (blood cans and blood gens, the otherworld thingies in the Halloween event, snowmen and snowballs, etc) to the event itself granting a bunch more BPs for certain survivor - killer interactions. Say, as survivor you get a bunch extra BPs if you manage to stay in chase for a certain amount of times, as killer you get a BP boost for hooking different survivors. I wish events had "milestones" for killers and survivors to conquer each game, different from the usual "complete all gens and escape" & "kill everyone" that we're used to. Milestones could be literally anything, involving regular DBD mechanics to event exclusive ones: having survivors do silly plays with snowballs, having killers chase a survivor off a snowman, injuring survivors a certain number of times with the spirit thingy from the last Halloween event, etc etc. They could even be randomized from a huge bunch so that you get a different set of them each game. The goal to kill everyone/repair all gens and escape would now become a secondary objective, with all these silly little challenges becoming the main goal. And these would be there EVERY game, because I am aware that event tomes exist, but they do not change the fact that, in all events as we've known them so far, the objective remains the same as in regular queue and people focus on that once they got their tome challenges done.
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@TragicSolitude said:
Really, Demogorgon and Artist are less played than Vecna? I see Skull Merchant and Twins more than I see Vecna.
To be honest I run into a lot more Vecnas than any of those bottom five killers. I only ran into an Artist player at the beginning of the year, and into one Twins and two Skull Merchants during the last iteration of Chaos Shuffle, and that was all. No Hag or Demogorgon at all since 2025 started. Vecna isn't /that/ common but I run into one or two every now and then. He was somewhat common in Chaos Shuffle for some reason.
