Avatar

Worgen

Worgen

About

Username
Worgen
Joined
Visits
66
Last Active

Comments

  • Its not a problem for good players. I always reached iri one wothout noticing it. this whole post is just crying.

  • @poujh said:

    honestly that would be great

    What is this joke Bud. I first laughed but then i started fearing what if this person really mean that. Cuz that would mean this person would be really stupid

  • @andreiissss said:

    Please add romanian , I would absolutely love to have my mother language in the game. That is it.

    Why would they? hungarian is better lmao

    in meow Comment by Worgen
  • @RoyalMeowveon said:

    Current Doctor is a decent killer, but one held back by a reliance on the same add-ons despite having access to a good range of options, along with experienced players not feeling many of the effects of Madness. These changes seek to make Madness more impactful, make his base kit feel less limiting, and overall give Doctor more ways to pressure and track survivors to initiate chases.

    Base kit tweaks

    • Terror Radius increased from 32 metres to 40 metres.
    • Shock Therapy range increased from 10.7 metres to 12.7 metres (equivalent to the brown Mouldy Electrode addon).
    • Shock Therapy detonation delay reduced from 1 second to 0.9 seconds (equivalent to the yellow Discipline addon).
    • Static Blast now applies the 2.5 second stun that Shock Therapy does (this is actually said to already be the case in one of Doctor's loading screen tips, however it is incorrect. It interrupts actions but the stun is a different matter).
    • Survivors in Tier 3 madness now have Incapacitated. Functionally this is pretty much exactly the same, it's just for consistency reasons as they do the same things.

    Madness changes

    Illusionary Doctors

    • Illusionary Doctor duration increased from 1 second to 6 seconds in all tiers of madness, and they are now mobile.
    • Currently Illusionary Doctor spawn logic is to pick a spawn point 6 meters from where the survivor is facing, then spawn the illusion anywhere within 4 metres. With these changes, the initial spawn point distance would be increased to 12 metres.
    • Illusionary Doctors move at 115% movement speed, and do not spawn facing survivors. They will traverse the map with similar AI to Nemesis's zombies. Upon seeing a survivor within a 6 metre range, they will lunge in a straight line at the survivor.
    • If the survivor is hit by the illusionary lunge, the illusionary Doctor will disappear and the survivor will scream, revealing their location.

    Add-ons

    Rarity changes

    • Discipline Class II (Uncommon -> removed)
    • Interview Tape (Rare -> Uncommon)
    • Order Carter's Notes (Very Rare -> Rare)
    • Scrapped Tape (Rare -> Very Rare)

    Discipline

    • To compensate for the base kit detonation delay buff, Class II is now removed.
    • Class III changes the detonation delay from -0.2 seconds to -0.1 second.
    • Carter's Notes changes the detonation delay from -0.3 seconds to -0.2 seconds.

    Restraint

    • With illusionary doctors reworked and their base duration increased, the effect of increasing it further isn't necessary. Now, they reveal auras of survivors hit by the illusionary lunge, along with making the illusions harder to avoid.
    • Restraint Class II reveals the aura of a survivor hit by an illusionary lunge for 4 seconds. Illusionary Doctors have their movement speed increased from 115% to 125%, and their lunge range increased to 6.8 metres.
    • Restraint Class III reveals the aura of a survivor hit by an illusionary lunge for 6 seconds. Illusionary Doctors have their movement speed increased from 115% to 125%, and their lunge range increased to 6.8 metres.
    • Restraint Carter's Notes reveals the aura of a survivor hit by an illusionary lunge for 8 seconds. Illusionary Doctors have their movement speed increased from 115% to 125%, and their lunge range increased to 6.8 metres.

    Iridescent King

    Due to Restraint's rework, one of the effects of the Iridescent King is now different.

    • The addon no longer increases the duration of illusionary doctors.
    • Instead, it makes the illusionary doctors move at 125% with a 6.8 metre lunge.

    Scrapped Tape

    • Static Blast is now removed, and replaced with a passive Static Field, which slowly raises survivors' Madness based on proximity to the Doctor within his terror radius.
    • Survivors that Snap Out of It will only reduce to tier 2 madness as opposed to tier 1.
    • Madness needed to go from tier 0 to tier 1 greatly reduced, happening from only a few seconds of exposure to the terror radius.

    (This effectively brings back old Doctor's power in the form of an addon, for the funny.)

    HOWEVER. Let's be real, none of this is happening, the upcoming changes are almost certainly just going to be some numbers tweaks. So to go a more realistic route:

    • Buff the base Shock Therapy range from 10.7m to 12.7m.
    • Reduce the Detonation Delay from 1 second to 0.9 seconds.

    That's all I want really, he's got so many cool addons and I'd love to not be so reliant on using the same two all the time.

    @RoyalMeowveon said:

    Current Doctor is a decent killer, but one held back by a reliance on the same add-ons despite having access to a good range of options, along with experienced players not feeling many of the effects of Madness. These changes seek to make Madness more impactful, make his base kit feel less limiting, and overall give Doctor more ways to pressure and track survivors to initiate chases.

    Base kit tweaks

    • Terror Radius increased from 32 metres to 40 metres.
    • Shock Therapy range increased from 10.7 metres to 12.7 metres (equivalent to the brown Mouldy Electrode addon).
    • Shock Therapy detonation delay reduced from 1 second to 0.9 seconds (equivalent to the yellow Discipline addon).
    • Static Blast now applies the 2.5 second stun that Shock Therapy does (this is actually said to already be the case in one of Doctor's loading screen tips, however it is incorrect. It interrupts actions but the stun is a different matter).
    • Survivors in Tier 3 madness now have Incapacitated. Functionally this is pretty much exactly the same, it's just for consistency reasons as they do the same things.

    Madness changes

    Illusionary Doctors

    • Illusionary Doctor duration increased from 1 second to 6 seconds in all tiers of madness, and they are now mobile.
    • Currently Illusionary Doctor spawn logic is to pick a spawn point 6 meters from where the survivor is facing, then spawn the illusion anywhere within 4 metres. With these changes, the initial spawn point distance would be increased to 12 metres.
    • Illusionary Doctors move at 115% movement speed, and do not spawn facing survivors. They will traverse the map with similar AI to Nemesis's zombies. Upon seeing a survivor within a 6 metre range, they will lunge in a straight line at the survivor.
    • If the survivor is hit by the illusionary lunge, the illusionary Doctor will disappear and the survivor will scream, revealing their location.

    Add-ons

    Rarity changes

    • Discipline Class II (Uncommon -> removed)
    • Interview Tape (Rare -> Uncommon)
    • Order Carter's Notes (Very Rare -> Rare)
    • Scrapped Tape (Rare -> Very Rare)

    Discipline

    • To compensate for the base kit detonation delay buff, Class II is now removed.
    • Class III changes the detonation delay from -0.2 seconds to -0.1 second.
    • Carter's Notes changes the detonation delay from -0.3 seconds to -0.2 seconds.

    Restraint

    • With illusionary doctors reworked and their base duration increased, the effect of increasing it further isn't necessary. Now, they reveal auras of survivors hit by the illusionary lunge, along with making the illusions harder to avoid.
    • Restraint Class II reveals the aura of a survivor hit by an illusionary lunge for 4 seconds. Illusionary Doctors have their movement speed increased from 115% to 125%, and their lunge range increased to 6.8 metres.
    • Restraint Class III reveals the aura of a survivor hit by an illusionary lunge for 6 seconds. Illusionary Doctors have their movement speed increased from 115% to 125%, and their lunge range increased to 6.8 metres.
    • Restraint Carter's Notes reveals the aura of a survivor hit by an illusionary lunge for 8 seconds. Illusionary Doctors have their movement speed increased from 115% to 125%, and their lunge range increased to 6.8 metres.

    Iridescent King

    Due to Restraint's rework, one of the effects of the Iridescent King is now different.

    • The addon no longer increases the duration of illusionary doctors.
    • Instead, it makes the illusionary doctors move at 125% with a 6.8 metre lunge.

    Scrapped Tape

    • Static Blast is now removed, and replaced with a passive Static Field, which slowly raises survivors' Madness based on proximity to the Doctor within his terror radius.
    • Survivors that Snap Out of It will only reduce to tier 2 madness as opposed to tier 1.
    • Madness needed to go from tier 0 to tier 1 greatly reduced, happening from only a few seconds of exposure to the terror radius.

    (This effectively brings back old Doctor's power in the form of an addon, for the funny.)

    HOWEVER. Let's be real, none of this is happening, the upcoming changes are almost certainly just going to be some numbers tweaks. So to go a more realistic route:

    • Buff the base Shock Therapy range from 10.7m to 12.7m.
    • Reduce the Detonation Delay from 1 second to 0.9 seconds.

    That's all I want really, he's got so many cool addons and I'd love to not be so reliant on using the same two all the time.

    I would make green discipl basekit instead of yellow.also make illusionary pallets increasebmadness by a half 0;5. And the rest you wrote is exactly my doc dreams too

  • @SuperiorCaptain said:

    I've had multiple games where this system just DOESN'T work.

    The game I've just had, one person tunneled out, one person alive, one downed, and myself on 2nd on hook..

    The downed person was a like 2 pallets away from me and the killer ontop, yet the anti camping system goes SO slow that I died before It even got half way.. dispite her hard camping!

    It needs some change for sure. Ppl even dont allowed to use it in comp.thats already alerting

  • @wallas said:

    The game has 4 players on one side and just 1 on the other. So what's worth more? satisfy 4 players or just 1?

    Of course, on the other hand, the assassin should gain more bloodpoints or another benefit so that there is still interest in playing assassin. perks like iron will and DH suffered meaningless nerfs making the game dependent on just breaking pallet and running, without looping.

    I feel completly different, surv has ftp buckle, plottwist power stuggle combos... Still really strong items...etc soo it needs more nerfs. Killers on the otherhand like, theres some really strong killers who can keep up with the survs and even anhailate then. And the rest is okay or good with addons and the other half should be on the rework list cuz they succ. Oh and dont forget anti camp and mft.

  • @Answered_Soup said:

    I know this one is gonna be a controversial 'hot take' but please hear me out first. I play a pretty even balance of killer and survivor and have been playing pretty regularly for the past few years. I have definately seen how the gameplay experience has improved in many ways over these past couple of years for both sides. So kudos BHVR for all your hard work.

    However, there is a perk which I think needs to be looked at again with the benefit of hindsight and that's DS. DS as we all know was one of THE meta perks and there wasn't a player alive that wasn't aware of it, for better or worse.

    I am aware of its colourful history as a perk and the reasoning from reducing its 5 second stun timer to 3 seconds however I think in order for it to be successful as an anti hard-tunneling perk (which is gameplay I think we'd all like to discourage the need for) this function needs to be reverted. I hope as general gameplay changes are made the killers that feel they 'need' to tunnel will deminish. At 3 seconds it simply doesn't allow enough distance to be created if the survivor is hard tunneled as they will be largely out of position off hook most of the time. Particularly with powerful M2 killers and all the haste effects killers now have access to.

    I think its absolutely correct that it deactivates in the end game but as a once per game ability not once per hook state (albeit v. powerful) it doesn't accomplish what it used too, punish tunneling and extend the chases of survivors chased right off hook. I think (this is only off personal experience) the meta has changed suffiently, and variety has meant that I don't think this would be default auto pick like it used too if it returned to 5second stun.

    I think the steps for anti camping are fantastic and I think this would be a great tool to help to greatly deter, hard-tunneling right off hook.

    Thanks for your time if you read all of that.

    DS is still on use, its still usefull. Can give your team an extra 20sec át least. Or even more if theres resources and you good. Noo need to change it.

    @Answered_Soup said:

    I know this one is gonna be a controversial 'hot take' but please hear me out first. I play a pretty even balance of killer and survivor and have been playing pretty regularly for the past few years. I have definately seen how the gameplay experience has improved in many ways over these past couple of years for both sides. So kudos BHVR for all your hard work.

    However, there is a perk which I think needs to be looked at again with the benefit of hindsight and that's DS. DS as we all know was one of THE meta perks and there wasn't a player alive that wasn't aware of it, for better or worse.

    I am aware of its colourful history as a perk and the reasoning from reducing its 5 second stun timer to 3 seconds however I think in order for it to be successful as an anti hard-tunneling perk (which is gameplay I think we'd all like to discourage the need for) this function needs to be reverted. I hope as general gameplay changes are made the killers that feel they 'need' to tunnel will deminish. At 3 seconds it simply doesn't allow enough distance to be created if the survivor is hard tunneled as they will be largely out of position off hook most of the time. Particularly with powerful M2 killers and all the haste effects killers now have access to.

    I think its absolutely correct that it deactivates in the end game but as a once per game ability not once per hook state (albeit v. powerful) it doesn't accomplish what it used too, punish tunneling and extend the chases of survivors chased right off hook. I think (this is only off personal experience) the meta has changed suffiently, and variety has meant that I don't think this would be default auto pick like it used too if it returned to 5second stun.

    I think the steps for anti camping are fantastic and I think this would be a great tool to help to greatly deter, hard-tunneling right off hook.

    Thanks for your time if you read all of that.


  • @HolyDarky said:

    Everyone who plays killers will know how strong all of the badham maps are because 1) The maps are very big, 2) have many strong pallets, 3) the mainbuilding is quit strong and downing a survivor there without basement can be sometimes a really big pain, 4) the house can also be very strong 5) it is very hard to defending generators due to the huge split out and difficulty to reach them, 6) the hitboxes are also very weird (e.g. Xenomorph cannot hit over the cars

    Overall, the maps are very painful and unfun to play on and should get a rework

    Yup it needs a rew

  • @poujh said:

    please bring back all the broken stuff.

    nurse addons, 4 box pig, old hatch mechanics, ruin, dead hard, pop, locker saves, no basekit BT, idk the list goes on probably

    does balance make a game fun? i don't think so, you tell me

    Nah bro, if theres no fairness then nobody goingto play this game. op things could not exists cuz yeah maybe you have fun with your old dh, but there is a killer whos fustrated by it . The sweet middle ground is the spot where both side can tolerate these things

  • @NerfDHalready said:

    so it doesn't give endurance when you get a person up while healthy, killing its synergy with ftp? because currently that bs has no counter. please don't come here with something like "just chase 3 people at the same time and injure all".

    They should nerf it, idk what they thought when they added endurance. The perk already did his job with haste.

  • @MistyShadowWolf said:

    Loved Dead by Daylight for years, haven't played it until recently because my computer was a potato. Any tips, tricks and perks I should be aware of? Like for starters... is there some perk that prevents proper hook sabotaging or was that a glitch in my second game, lmao! And which characters are the best for noobs? I'm currently maining Nea, but I was wondering if like, Bill was better or something. Any advice would be really great!

    Run while you still can

  • @EynoxVII said:

    How do you M1 Killers feel going against someone with Made for This - Paired with something like resilience or Hope. I seem to struggle a lot and tend to gravitate toward killers with ranged or stronger powers instead.

    Its a misery i switched to stronger killers till the nerf

  • I always thought that too, i always felt that hes got a half killer power, they should merge it.

  • @KateMain86 said:

    Tunneling continues to be a problem in DBD despite all that has been done to mitigate it. Killers still do it which shows what has been done isn't enough. All they do now is wait out the unhook protections. They are so good at it now its as if they have it perfectly timed in their mind. I have always been of the opinion that tunneling is one of the most detrimental things in this game to the survivor experience. It needs to be addressed in a severe manner. So much so that killers would not even consider doing it.

    I suggest having the unhook protections persist within the terror radius. The current system is easily countered and took no time for it to happen. If a killer decides to tunnel an unhooked survivor, they will deal with the unhook protections whether they want to or not. This is a very small change to a very big problem and needs much more than this to ultimately remove it from the game. When a survivor feels like they have little to no chance to even play the game for being hard focused by the killer, the desire to continue playing the game will go away. Tunneling cannot continue to be the norm of the survivor experience. The game needs fundamental change before ultimately the worst parts of it become a thing of the past. Until that time comes, changes can be made to open the path forward to that new experience.

    The tunneling problem will be solved after all lowtier killers are buffed to a lvl where they can catch survs as fast as a wesker or spirit. Or a gentime rework.We all know killers need to tunnel against good players because they got no time. So if a myers could end chases before 60 seconds then he could go after any healthy unhooked survs cuz he knows if he couldnt catch them thats not the end of the world,he could do like two more chases on two different ppl.

  • @IHSGames said:

    I'venever thought about it till recently when I heard a discussion of Otzdarva talking about how very little info we get in terms of perk effects in DBD, especially opposing sides. It's hard to tell when someone is using a certain perk until its too late. But thats not the point of this matter. This topic made me think "as killer, when do you know when youre giving survivors mangled? Or exposed?" You just have to pray and guess and honestly, I feel like thats unfair, even as a survivor main.

    Killers should be able to know when an effect they enduce on a survivor whether Oblivious or any other effect, in order to gain full value from it. If people running Starstruck knew which survivors were exposed, Starstruck would be used alot more. And I know most will say "well if killers did have this info this will force them to target certain players" which...why would they not? Its stupid not to.

    Anyways, I think killers should see in the HUD where they see survivor players when a Survivor has Hemorage, Obliviousness, etc, to not just utilize perks better but really, killers should have the right to see info they shouldve be seeing already.

    I Always wanted this,and visible hook stages

  • @Wolfganguntoten said:

    Alien is ridiculously broken. Fix it or me and everyone I run with all agrees we aren't playing anymore. He hits through windows through pallets and even when crouched BEHIND a pallet. This is the most broken toxic killer I've seen in this game over the years. He sees you and there is no escape, no dodging only 10 seconds until he beats you down. I made an account just to say how much this ######### sucks.

    What am I reading lol thats so funny

  • @Mane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524786#Comment_3524786

    You literally have to stop solving the Box in order to dodge the chains and then the progress resets back to zero.

    yes if you dont know the mechanic. when you pik up the box, you need to wait out 3 chains, THEN you can solve it freely, thats all ppl need to do.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525204#Comment_3525204

    Allowing killers to handpick their lobby is not a good change, unless you also allow survivors to have more info about the killer, but then matchmaking would turn to hell if dodging isn't punished. On top of that giving them info that doesn't actually affect MMR (prestige, ranks) just makes people dodge for no reason because they misunderstand how MMR works, which makes matchmaking and lobby finding time worse because of misconceptions.

    Oh sorry i forgot to mention one important thing, "unless you also allow survivors to have more info about the killer," i think survs should be able to see the killers devotion lvl and prestige, but they dont know what exactly the killer. and if they see some big numbers they can also bring some spicer stuff. yeah the dodges are a problem so many ppl are doing that for whaterever reasons.Maybe if they remove dodge?

  • I always felt like survs have really strong perks in endgame. some of them almost guarantees escapes, especially now. So i thought it would be fair to even it with exit gate switch changes.

  • @Steakdabait said:

    Promotes boring gameplay and makes it so the last survivor has no way to actually open the gate.

    I did not mention it but i want that the current solo 20% tech will be still be comfortably possible even with these exit gate switch idea. but if the surv wait too long, like really long. then the mechanic going to punish them.

  • @Annso_x said:

    I don't want to play with them because I don't have a single killer higher than p7. Why do I need matchmaking of such opponents? I don't care that they don't have enough p100 killers

    You're not getting matched against P100 survivors because there's "not enough P100 Killers". Prestige has absolutely nothing to do with matchmaking because it's meaningless. You're getting matched against P100 survivors because you have the same MMR, and by lobby dodging you're making said MMR worse for everyone (you included).

    Also "don't mind my p6-7 killers. I don't even have a main favorite among everyone, because I play with everyone", so you're aware you have a bunch of killers P6-7 because you play all of them but you can't fathom players spending all their BPs on the only survivor they play? If you have about 15 killers P6-7 you've spent as much BP on them as someone with a single P100 survivor did, it literally means nothing.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524796#Comment_3524796

    Genuinely can't tell if you're being ironic or not. Why don't we go back to when you could switch killers in the lobby too ? And we might as well show the survivor perks to the killer while we're at it, or make a feature where they can handpick every survivor in the lobby.

    I meant it seriously, these are positive chnages to the game, these are unavoidable i think, at some point they will implement them, these are basic charachteristics of a pvp game. + 1 or 2 are already in mobile dbd. on the otherhand i see complains about dodges and bad matchmaking, to them i dont have a solution in mind, but there where a time when they did matchmaking properly but the god like players waited around 5 hours for each lobby so they modified it. and to the complains those are fearing and dodgeing lobbies beacuse they see a high number i can only say that some day they will learn to lose. and after that people will improve, and then they will not crying on things like that. this game requires a mentality to play,and thousands of hours. i dont mind playing against more experienced gamers, i see them as an opourtunity, to learn something from them. most of the time they will destroy me yes but thats not gonna matter i gained experience.

  • @Nikolaifly said:

    Im so saddened by this, as someone with high ping I'll never be able to do a vault again. I was finally able to use windows, but now Ill be far away running and die. :/

    I really like they revert it. The previous one wasnt good either.Before the change bad ping killers could hit you. And good ping killers could hit you too. After the change good ping killers could not hit you and bad ping killers neither. So its a different bad but I prefer the first one.

  • @Venusa said:

    I know this has been brought up before but I can't stress enough how annoying these "Notification Bubbles" are. They block your view so much and make aura reading perks less valuable.

    The aura overlap wasn't the case before and it was acknowledged as a bug for a long time until someone came forward saying it was "intended" after months even though it obviously wasn't the case up until a certain update.

    When I play Killer it makes perks like Bitter Murmur very hard to see since this bubble also pops up when a generator is completed and whenever you bring Kindred as a survivor you can't see the Killer properly.

    Other than that there are cases where it just physically blocks your view completely preventing you from seeing the game.

    https://us.v-cdn.net/6030815/uploads/FNOFGN0PFFID/ezgif-5-5273ea75b9.gif

    The solution can be a couple of things: either make the Bubble transparent again so it doesn't block the auras of players and prevent it from covering the screen or a new type of notification for hooks and generators could be designed.

    https://us.v-cdn.net/6030815/uploads/9NUR7JPLVUI9/fx9w7deamaaysg5.jpg

    I really think both Killers and Survivors could benefit from this visual change. That's it! Thank you for reading.

    Agree

  • @GensByDaylight said:

    Knock out is a perk from Bubba that prevents other survivors from seing your aura when downed if not within a small radius.

    This perk is outright unhealthy for the game, its almost like eruption, as it does nothing to SWF but hurts solo q. It also has the "wait it out" feeling where you have to sit there and wait for 1-4 minutes.

    There is no reason for this perk to exist. No one would complain if it was removed and DBD would be slightly healthier if it was changed.

    Skillissue and crying...make a real post dude

  • @Pavel_Ch said:

    you don't have enough perks to stand up?

    Xd

  • @HumorousCookie2 said:

    Although Dead hard has been for a long time a very unfair I believe the 0.5 seconds window patch is fair as that leaves the use of deadhard up to skill, but needed to be unhooked to use it I believe completely eradicated any usage of it, its so unnecessary what’s the point of it even being an exhaustion perk if you can only use it twice if you even get the opportunity to.

    DH is very usable bro, skillissue and crying this post is

  • @Lun33dge said:

    i think this perk is insanely strong. idm the 3% faster but the endurance just a bit overkill for this perk.

    please get rid of endurance effect.

    thank you

    @Lun33dge said:

    i think this perk is insanely strong. idm the 3% faster but the endurance just a bit overkill for this perk.

    please get rid of endurance effect.

    thank you

    It deserves to not only lose it's endurance effect but have a massive downside.

  • Gen placements isnt a problem. The problem lies with in those few killers that can easily protect 3gens

  • @adaw0ng said:

    So since the great perk overhaul from last year the gen kicking strategy has become the most common one to see even after the nerfs to Overcharge and COB and most of the games turn into a hit and run and kicking gens simulator and make the match the longer it can take until the server shuts down or the survivors just decide to give up (most common in solo Q since it's a strategy that can make people feel exhausted without any sort of communication and coordination + RNGs of the maps for gen spawns). I know there was said that there is an update coming regarding this strategy but I wanted to give my idea just in case it could help out in some way.

    How about adding the mechanic of killers being able to kick gens up to 3 times by default, and it would refresh or stack on top once they get a hook? Make the regression from kicks bigger (even adding extra for fresh/first hooks to incentivise not tunneling out and/or camping, so it would be like a little POP base kit), but can't exceed a certain amount of kicks. It would be like vaults blocking for survivors after vaulting it 3 times, the gens would block for the killer only. It would have to be tested how to find the sweet spot in the numbers, but I think this could really solve the biggest complain right now of having +30 minutes matches were killers just play with themselves in a pre-set 3 gen since the beginning of the match + it would add the incentive to not tunnel as much, without the killer getting punished if he decides to do so, but they would lose the base kit incentive to go for fresh hooks (the extra regression from the first kick after the gen).

    Numbers from the gen kicking perks could also be looked at, and Deja Vu's since the last buff it got was more like a band-aid fix to the infinite 3 genning games.

    Thoughts?

    3gening isnt an issue. The issue lies whit in those few killers that can do it way to effectievly.

  • @I_CAME said:

    Dodging breaks the matchmaking. That's plenty of reason to hide prestige. I don't understand why it's fair for you to dodge the game but you don't see an issue with bullying less experienced survivors. This is exactly what you're trying to do. You sound like you want to win every game but don't actually want to play against anyone who can beat you. There's also the issue that you're potentially causing a very inexperienced killer to load into the lobby you dodged. All of this seems very selfish and is a good reason for why prestige SHOULD be hidden. Survivors don't get to see the killer's prestige so why should the killer get to? It makes no sense at all.

    Nah prestige should remain as it is. Valuable information for killer. Plus they should add swf icons who play with someone.visible devotion rank,and killer should see Item rarity too. And with those no killer would run into a team with full meta perks and items with hes zero slowdown poop builds. And survs should see each others builds too.

  • Lucifer from the series? Hes a joke.

  • @AquaticCitizen said:

    I think it would really help to differentiate survivors to give them each a small individual special buff. Right now, survivors are just skins. You only choose on over the other because you like how they look. But, if we gave them all a small passive buff, you would actually have reason to select one survivor over another. Pretty much every other asym horror game I've seen has done this, but not DBD.

    Here's me brainstorming a buff for each survivor because I like doing this, I just like throwing out ideas. I probably spent more time than I should have doing this. Some of these were easy, some of them weren't. Really feel free to suggest your own.

    • Dwight: All survivors see your aura when within 20 meters.
    • Meg: You recover from Exhaustion 10% faster.
    • Claudette: You heal 10% faster.
    • Jake: When injured or in the dying state, your grunts of pain are 25% quieter.
    • Nea: Your crouch speed is 10% faster.
    • Laurie: You can see the aura of the exit gates when within 20 meters, and the hatch when within 10 meters. You will additionally see the progress of the exit gates by the intensity of their aura.
    • Ace: You gain a 5% increase to your luck.
    • Bill: The endurance effect you receive after being unhooked is 10% longer .
    • Feng: Your repair speed is 25% quieter.
    • David: When injured, your bleeding frequency is reduced by 75%.
    • Quentin: Your action speed for interacting with objects is increased by 5% after all generators are completed.
    • Detective Tapp: While in the dying state, you crawl 5% faster and your grunts of pain are reduced by 50%.
    • Kate: Your timer for struggling out of a killer's grasp is 5% faster.
    • Adam: The duration of your all your aura reading abilities are increased by 1 second.
    • Jeff: You get a notification whenever your aura is revealed to the killer, or when killer instinct is active on you.
    • Jane: When you are working on a gen, that gen will be revealed to all other survivors in the trial.
    • Ashley: When you stun the killer, you will see their aura for 5 seconds.
    • Nancy: Your walking speed is 5% faster.
    • Steve: When you unhook a survivor, their endurance and haste effects durations are increased by 5%.
    • Yui: You can see the auras of survivors being carried by the killer and your aura will be shown to other survivors when being carried by the killer. You can also see how close a survivor is to wiggling out by the intensity of their auras.
    • Zarina: The killer's aura is revealed to all other survivors when the killer is within 10 meters of you while you are either on the hook or on the ground in the dying state.
    • Cheryl: Whenever something is blocked by the entity, you will see the aura of the blocked item for as long as it is blocked.
    • Felix: You see the aura of generators within 10 meters. Whenever a gen's aura is revealed to you, you will also see the gen's progress by the intensity of its aura.
    • Elodie: You can see the aura of items on the ground. You search and rummage through chests 5% faster.
    • Yun-jin: When you are injured by the killer or a survivor within 10 meters of you is injured, the killer's weapon cooldown animation is 5% longer.
    • Jill: When you would stun the killer, the stun lasts 5% longer. This can only activate once every 30 seconds.
    • Leon: When you blind the killer, the blind will last 10% longer. This can only activate once every 30 seconds.
    • Mikaela: You bless totems 10% faster and cleanse totems 5% faster.
    • Jonah: When you get a haste effect from being injured or unhooked, that haste effect is increased by 5%.
    • Yoichi: When within the killer's terror radius for 30 seconds, you will see their aura for 2 seconds.
    • Haddie: When the killer's aura is revealed to you, you will additionally see the auras of any survivors and gens within 10 meters of the killer.
    • Ada: Your footsteps are 50% quieter and your breathing is 10% quieter.
    • Rebecca: The speed for you to unhook survivors and to be unhooked yourself is 10% faster.
    • Vittorio: You can see all scratch marks left behind by survivors.
    • Thalita: Whenever you finish a co-op action with another survivor(s), the killer's aura is revealed to the both of you for 2 seconds.
    • Renato: Whenever you finish a co-op action with another survivor(s), the auras of all gens and chests within 20 meters are revealed to the both of you for 5 seconds.
    • Gabriel: The efficiency of your item usage is increased by 10%.
    • Nicolas: Exposed lasts 10% shorter on you.
    • Ellen: When the killer is within 10 meters of you, you get a notification. Your action speed for interacting with objects is increased by 5% when this notification is active.

    I really like the idea, but I dont want to just stop here, I would like to see like a class System. For Example claudet is like a supporter, along with Rebecca. But rebeca is a saviour kind of supporter, not healing like claud, but if you unlock Claude teachables them you can run Claude heal builds too. And we need a chaser role too...etc and your bonuses Will be a plus to that. This game is the same for years. I want groundbreaking changes.

  • Massive skillissue, he dosent need changes.

  • these perks and addons are problematic on every levels of skill not just casuals. this perks need to change, they are unacceptable in this form.But when we look with BHRVs eyes, everything is balanced beacuse killers have nurse spirit and blight so...

  • @MikaelaWantsYourBoon said:

    Lately, i am seeing a lot hate to this perk.

    Adrenaline was here and there but it was not meta. Ofcourse this changed after CoH and medkit nerfs, Adrenaline is now very popular perk.

    Do you think this perk is fine or devs needs to nerf it? And if you believe Adrenaline deserves nerf, how you would nerf it?

    i think its problematic, the "just win early lol" perk. endgames are so miserable to killers with even endgame perks. surv endgame perks are almost guarantes free escapes if played right. killers literally cant do anything if 4 adrelaniles in the lobby, yeah sure skill issue killer played badly but maybe he dosent played it that badly and he could kill at least 1 or 2, but no, adrealine and everyone is out. these perks should have a counterplay or something.

  • That was no fix. hitboxes were fine, the ping and the servers are not, that caused all the wth hits. with the changes now laggers cant hit you, but neither the good ping killers.before the update good ping killer could hit you but also the laggers too... so it's not good at all. so bhrv needs to addres the root of the problem.

  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495226#Comment_3495226

    Cause they fix nothing.

    BHVR have used perks as band aid to balance a game that is totally unbalanced at its core.

    • tons of pallets/windows
    • loops that are way too strong espeially if survivors combine/connects loops together
    • gens are too fast

    Only tunneling/camping is working with most killers at high level and yet, if the survivors use OTR, you are doomed. 3-gening is a boring strategy.

    So devs are creating perks and add-ons to compensate.

    Easiest exemple is Myers that is totally trash but use the instant kill add-ons then he is good enough. And it is like this for most killers.

    That game will never be properly balanced.

    Back in 2022, BHVR has made an overall of the game, buffing killers and nerfing survivors and still survivors are way too strong...

    Exactly. Finally someone has a clear vision on the game.

  • portraits are bad, and i cant overwrite them with other portrait skins

  • @Peanits said:

    I can chime in here.

    Being afraid has nothing to do with it, it's more to do with time management and priorities. Large scale Killer reworks require a huge amount of time between designers, programmers, and QA. In order to do these types of large Killer reworks, we need to sacrifice on other things such as new features, perk balancing, etc. In a perfect world where we could squeeze as much as we want into a single update, these sorts of reworks would probably be more common, but sadly that is just not possible. Everything comes with a tradeoff.

    As for why these sorts of reworks aren't the highest priority, this is where it gets a bit more complex. First off, we're at the point where there are 32 Killers in the game and counting. Even assuming that each Killer is played exactly equally, this would mean that each Killer is only seen in a little over 3% of all matches. Spending a significant amount of time on an update that only affects ~3% of matches is harder to justify when it means sacrificing new highly requested features or a bunch of perk updates which could impact all matches.

    Beyond that, there is only so much we can do to make a Killer appealing to everyone. Different Killers focus on different playstyles. Some may be focused on setting traps, others on keeping Survivors busy, some on chases, and so on. These different playstyles can help fill different niches. A newer player who's having a hard time finding Survivors might be drawn to The Doctor, for example. Naturally, certain playstyles become more successful in high end matches and others fall out of favour. Experienced Survivors, for example, are less likely to stumble into a trap because they know what to look out for and can predict where the Killer may have placed them. Each power also has a different skill ceiling, so while some allow you to continue improving almost endlessly, others have an upper limit by virtue of their design.

    Making each Killer equally strong at the highest skill levels is not the goal. Dead by Daylight is for everyone, not just the few at the very top. Often times these Killers are already doing pretty well in the vast majority of matches even if they fall out of favour in higher end matches. In these cases, buffing these Killers to the point where they are competitive in a high end match would cause them to be far too strong in the majority of matches. This is a net-negative change. While yes, it may be better for you, it makes things worse for the majority of players. Everyone's experience matters, not just those with more skill. In reality, it is not possible for every Killer to be equally viable at all skill levels.

    Something else that we need to consider are the players who already enjoy these Killers the way they are. Legion is a perfect example of this. There's no shortage of suggestions to rework The Legion's power to make them stronger. Yet in spite of this, The Legion is consistently one of the most played Killers. While they might not be the strongest in high end matches, there is still a large crowd who enjoy them as is. That raises the question, is it worth reworking a Killer that many people already love to play just to make the people who don't play them happy?

    The Trapper is also a special case. He's the poster boy, front and center on all the artwork. He's the Killer you'll face and play as during the tutorials, and he's unlocked by default. This is all very intentional; new players are naturally going to gravitate towards him. His power is very simple and easy to understand, and it tends to be fairly balanced in matches between newer players. He serves a special role of being a stepping stone toward learning the game. Because of this, his power is intentionally kept as simple and intuitive as possible (pick up a trap, set a trap), and he is intended to be fairly balanced in these sorts of games.

    All this said, that doesn't mean we'll completely ignore these Killers. We do make smaller balance changes on a regular basis, and larger reworks are still planned to release from time to time. But we do need to keep everyone in mind when making these decisions and consider the role they currently fill in the game, as well as whether or not our time would be better spent on balance changes that could affect all players rather than a select few matches. It would be a different story if there were only a handful of Killers to choose from, but the roster is fairly big at this point. The goal isn't so much to make every last one of them perfect for everyone, but to make sure that there's at last few options that appeal to everyone, regardless of how they play.

    Just make killers have a bigger skillceiling, the toughest killer main with legion cant win against a pro swf, no matter how good is he. but if would legion have some advanced mechanic that requires months to master then he could stand a chance if he has the skill. also dont know what features you speaking of, no new gamemechanic,gamemode nothing, the lastest was boons and endgame collapse... you mentioned perkbalancing, you guys just endlessly "balancing" perks and those ending up with colse to useless or some other being overpowerd, you guys some what fix something and then 2 other problems appear. plus half the killers are oboslete, yeah they look good on paper sure, but they cant compete on higher mmr lobbies, they need rework or buff, thats why i asked for higher skill ceiling and reworks. and not to mention that the game has countless issues as well that are not even a huge problems to solve but we often wait YEARS to you guys fix it, like maps, perks, basic game features, like searchbar, match history, profile, statistics, some perk changes that only needs small tweaking like lowering some numbers or raising on some perks. some killers need inclined shots like demo or doc..etc.. a could endlessly talk about those. and the favorite of mine is when statistics and community feedbacks are telling that something needs to chanage and the dev team just ignores it and buff or nerf some not problematic aspects. and yeah still a lot of players still playing legion beacuse they love something about the killer, but in terms of strenght is weak, but we must play what you guys put on the table, ppl even eat poop if they love something on a killer, that dosent mean that killer is good. i personally love doctor but he sucks ass, but im completly likeing his art design and madness, but he has so many issues man, some times i dont even know why i play him, we dont need new killers and maps, just fix the game! im sorry but what are you guys even doing there.

  • lmao this post

  • rebalance toolboxes and we can talk, its insane how fast gens could fly without even bnp.

    in Tri gen Comment by Worgen
  • @Peanits said:

    There's currently a crash that can happen when he hooks a Survivor. We're working on getting it fixed, but he needed to be disabled for the time being.

    plot twist can disable chain hunts too.

  • @Coffeecrashing said:

    Buckle up shouldn't combo with For the people. Killers will knock a survivor to the ground, and another survivor will For the people the grounded survivor while the killer is in attack cooldown, and now both survivors have endurance.

    i don't get it why they buffed buckle up, already was a good perk. now just no brain, you could do it on killers hit cooldown... its insane. often times you could not wait out if therse another loop. its just infinite bodyblock. anybody noticed that the bp bonus always on killer? wonder why. maybe i go play some top tier killers again till this ######### is out along with plot twist, powerstrugle, flipflop,unbreakable... or maybe just switch to surv. killer is unbearable now.

  • @Clockwork_Enigma said:

    The DC Penalty mechanic is something that this game has had for years and it's something that, as of at least 7.1.0, is a completely obsolete mechanic with too many exploits to go around.

    Developers, I need you to consider the following reasons as to why we do not need the DC Penalty and why I think it should be completely removed for all players outright:

    • A recent change made in the 7.1.0 PTB allows Survivors to become Bots upon disconnecting. This allows players that still want to play the match feel like they can still win as Survivor and gives the Killer a fairer match (and sometimes a better Survivor in the process). This comes without a removal of the disconnect penalty which is too much of a punishment since you can be replaced.
    • Additionally, there is a new exploit to completely counter getting disconnect Bots into the match, which is to just sacrifice yourself on the hook. This exploit completely circumvents the new system and gives no chance for a fair or winnable match for Survivors, or a fair match for the Killer, and this exploit does not trigger a disconnection penalty.
    • On top of that exploit, there is still an exploit in the game that completely circumvents the penalty as a whole. That exploit is when you disconnect during the offering screen or the pre-match loading screen. This does not do a DC penalty even though you have accepted to play the match out, leading to an inconsistency in the system.
    • When a player disconnects, all other players in the match still cannot disconnect from the game or else they will also be punished for disconnecting from the match. This means that players will end up being stuck in a match they either feel is no longer winnable or will no longer be fun to play in. Even with the addition of bots, this feature still doesn't feel nice to have.
    • At any point in the match that a player disconnects, they will still receive some sort of disconnect penalty. This can even occur at the very end of the match when all Generators are done or all Survivors are hooked or even if you're being sacrificed by the Killer. This flaw in the system means that you get punished even after the game is over for you, just because you didn't want to watch the 15 second long death animation or want to try and contest the gates. If people want to leave after they know they've lost the match, they should leave without any penalty.

    All of these factors combined lead to a disconnect penalty system that is obsolete and shouldn't remain in the game. Players shouldn't feel like they should be obligated to play a match that someone disconnects from or that they aren't having fun in and not be able to find a match that they might actually enjoy playing.

    Instead of keeping the current Disconnection Penalty, you need to look at alternatives to it in order to ensure that players have reason to keep playing without giving them a reason to play another game instead.

    In fact, the best alternative that I could give you to a timer-based Disconnection Penalty is this:

    • Upon disconnecting, you lose two Pips from your current Pip system. If you de-pip below 0 Pips on your current grade, you now regress back to the previous grade. This applies even in Max Grade.
    • Continuously disconnecting after 3 matches will steadily increase the amount of pips lost, up to 6 Pips.
    • Playing a match to its entirety will reset the system.

    This would be a significantly fairer punishment for Survivors and Killers that want to disconnect, making it so that they could possibly lose out on getting the end-of-the-season Bloodpoint rewards because they felt inclined to disconnect, while also making it so that players who care more about getting into matches faster can still do so.

    Anything can work so long as we just don't have the current system. The current system is both flawed in its utility and bad for the overall health of the game and even pointless considering all of the above factors.

    Please just get rid of the timer or give us something to replace the timer.

    the pip suggestion is not bad. but i mostly diasagree, dc penalty is still needed. nobody wants to play with bots. we need to punish those players still, someone becoming a bot is not a goal, but something to avoid. thats just baerly better than a 3v1. bhrv just needs to adress the dc exploits. Maybe im worng but therse no pvp games on earth without dc penaltys.

  • @E4GLE said:

    Hello. I am here to suggest a simple Nurse change that can finally make her not super overpowered anymore.

    Here is the change:

    Nurse can no longer blink through walls, but nurse now has default killer movement speed.

    This change will no longer make her an SS tier killer, but still maybe an A+ tier killer and make her not completely reliant on her power to get hits.

    Thank you for your time.

    just slow down her blink speed, or make a longer cooldown after a missed attack. thats it

    in Nurse. Comment by Worgen
  • @playhard said:

    Since this is not fair, why we always get stun when we kicking the generator that has been put with blast mine and flashbang trap.

    When killer using lightborn , killer should be ressistant to any stun with flashlight and flashbang on generator

    agree


  • @LapisInfernalis said:

    The amount of times I got screwed by that perk is insane. I see an average of 2-3 Adrenalines per match.

    The potential it has to grant you an easy escape is insane. I know that for a fact because I use the perk regularly myself. It may only activate once but it does so much in an instant. It does not only heal you instantly but also gives you a 5s SB on top, while it ignores any Exhaustion you have. Insta heals without any drawback are so 2016 and need to go.

    This is my idea to change the perk:

    Adrenaline activates once all gens are done or the killer closes the hatch.

    If you are not exhausted the perk activates.

    - If you are injured, Adrenaline will heal you over 24s once the exit gates are powered. (No SB in addition)

    - If you are healthy, sprint for 5s at 150%.

    - If you are in the dying state heal instantly one health state and sprint for 5s at 150% speed. Causes the Broken Status for 60s.

    - If you are hooked during the activation, you will be healed after 24s once you get unhooked.

    - If affected by Deep Wound, Adrenaline removes the status instantly.

    Causes Exhaustion for 40s.

    Maybe this is a bit much, but the fact that it instantly heals you and can remove your end game pressure in one blink is insane. Also insane is that it is usable with other Exhaustion perks together and can trigger regardless.

    I would like to hear what you think.

    Honestly, these would be good changes. but i just never liked the thing when you unhooked you still got it... thats should gone really.

    otherwise these changes great

  • @Krazzik said:

    By 'gen rush' I mean survivors simply focusing efficiently on gens, because that's all it takes. Good toolboxes and certain perks can help shave time off but really all it takes for gens to fly are 4 survivors who actually sit and do gens at every opportunity.

    I understand that balancing gen time is impossible, because the difference between 4 solo survivors just chilling/doing archives and a SWF (or even solos) who sit and do gens as efficiently as possible is massive, and you can't balance around efficient gentimes without making it almost impossible for the other group.

    In the meantime though it just feels bad when I can find survivors and end chases quickly and still lose because that isn't enough slowdown on it's own. Against efficient survivors, if you aren't playing a top-tier killer you NEED good slowdown, and that's becoming increasingly harder to find thesedays.

    Mabye BHRV could implement a mechanic like a constans slowdown, at five gens everything normal, but with every completed gen,the next one will be slower to done. but after this every top killer just gonna won almost every match, but finnaly bad killers like trapper and myers could go a fine game after 7years

‹ 1 2