Xaerdy
Xaerdy
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- Xaerdy
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Well it's your decision, but I can hardly see myself on the discord channel because that is not a forum replacement, it would never work like this place. Reddit could work as such, but it is a hellhole where dissenting opinions are surpressed by the system itself. Steam by it's nature only targets part of the players.
So, bye then. I guess.
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@dangersmymidd1ename said:
Right now Road Life can't be properly tested because of the bug with too frequent skill checks since 10.1.0.
Stake Out update is terrible, too difficult to activate and the extra progress is not worth wasting a perk slot for the very possible missed skill check and -14% progress. Stake Out was basically only used to help with Hyperfocus because of the faster spinning skill checks. Not everyone is good at hitting skill checks, let alone greats. Issues with latency, hardware (FPS, refresh rate, controller latency) etc all contribute to being able to hit the great or not. A common way to identify possible cheaters is when they run Hyperfocus without Stake Out, because the average player can't get value out of Hyperfocus without the help of Stake Out.
It would be much better if it kept its original design but if they must nerf it, make it increase the great zone to about 5-6% when the player has a token. Then it's not completely free. It's another example of a licensed perk being completely changed (like Vigil). I mean Tenacity is not a bad perk but I bet the vast majority got Detective Tapp for Stake Out.
Yeah the cheater thing was, what I thought of aswell. Now just using Stake Out will make people think you cheat.
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Deactivating a perk for everyone is extremely problematic. It makes the perk completely unusable in soloq.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115091#Comment_4115091
she's extremely aura dependant and you can see the beam from 48m as far as i remember
you can dodge using your eyes and she has directional audio when using her power she's huge and glowing and bad at chasing since she's 110 no mobility and her power requires a 180 flick at close range.
And if she fires her power she can do basically nothing but walk until it's reloaded. Neither striking, nor destroying a pallet or picking someone up.
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I like Aurora both in design and perks. Judgement in Adept form is, in my opinion, probably the worst killer in the game. Judgement with Aura Read and Ruin is one of the best.
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@1700sea said:
https://us.v-cdn.net/6030815/uploads/WADE9PKJWTRY/screenshot-2026-09-05-211743d.png
Can someone genuinely tell me why the play button has been changed to THIS puke-inducing, rotten fly-on-the-ointment thing? Of course, I'm not just complaining about the visual design itself. They removed the estimated queue time and the "Time left until match" timer. Why? Who asked for this? The play button was just fine before. And now I don't even know whether I'm wasting my time or not? At least I can still rely on bloodpoint multipliers for info. They definitely did this on purpose, so you spend more time in-game, without a doubt. I'm surprised that so few people are complaining about this, as it's a sign of the greedy, mischievous strategies Behavior is beginning to keep you "hooked". Tell me if I'm wrong.
Now, there is another major point I wanted to make about user unfriendliness. Why, in the 10 whole years this game has existed, we still do not have such a basic feature as a solo custom match? Why do I have to load into the tutorial (that hasn't changed in years, where you can't choose perks, characters, killers to practice against, and the one that also has an awful Killer AI) just to play as a Survivor in a stress-free environment? How am I supposed to learn the movement of the game, the functions of over 150 Survivor perks, the flow of a chase, etc., if I don't have a friend to rely on? Texas Chainsaw Massacre, despite its complete lack of AI for both sides, didn't seem to have a problem with that since its inception. It goes both ways, though it is not as bad for the Killer side. Sure, I can load into a match with Survivors that also have a pretty intelligent AI, but I can't calmly explore the map or mechanics without them genrushing me, though this is not really as much of a problem. This issue has frustrated me so much. Has no one really ever complained about this? What is stopping Behavior from allowing a killer-free, or survivor-free custom match? In fact, what is stopping them from allowing multiple killers? Why do I have to rely on mods for these fun ideas? It's not like these two things violate the basic principles of the game. You can still repair generators, run around, open exit gates without the presence of a Killer, and the same thing for two of them.
I can understand your frustration. But claiming they bugged that on purposes is ridiculous. You can actually see that the estimate is there. It's just a bit to the right. So if they had some devious masterplan to keep more players waiting, they would very likely have done a better job hiding it.
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@Wezqu said:
Press the leave button not the quit button. Been able to go back to score totally fine the whole evening.
You mean going to the menu and then leave instead of directly leaving as before?
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@MechWarrior3 said:
He's not really "Undetectable" similar to springtrap keep your eyes on doors. In this case, nearby pallets or vaults. He can only spawn in either one of those.
You're right with that, but it should be pointed out that, while (with springtrap) there is usually 1 door, you need to keep an eye on, there is multiple pallets and windows. And in contrast to springtrap he is not even remotely making as much sound. With Jason you have to keep an eye on the ground, if there is fog and, if there is, cycle every vault and window near you. Unless Springtrap is undetectable you'll need to look around as normal with every killer, chances are you will hear him very early and keep on the one door near you, which you'll also hear.
So the comparison in that regard is a little off.
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@MechWarrior3 said:
He has 1 spear. If he misses he gets slowed down, and he's back to 4.4
Personally…for me hes been quite fun to go against. I solo q most of the time and have done quite well against him. Huntress just keeps firing midchase and hardly gets slowed down.
Huntress gets slowed down by aiming alone. And she needs to charge to throw straight. If she tries to rapid fire, she get's slowed down less, yes, but she can also neither throw aswell nor aim.
Jason has 1 spear, and the 1 he can grab with barely an issue on the run, and the next 1 he can grab with barely an issue on the run …
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083710#Comment_4083710
Killers shouldn’t complain. As a killer main myself, we naturally get more BP than the average survivor anyway.
Killers shouldn’t complain if they miss out on a small BP bonus occasionally from a thumbs 👍 up🤣
So far noone has.
But I think some sort of notification would be nice even without BP. I mean,. what's the point in giving thumbs up if noone ever reads them?
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082008#Comment_4082008
I tunnel and slug because I want to win the game and it's hard to play without those strategies as the game is killer sided (there is proof and facts). Especially when I play ghostface without those strategies it feels impossible to win on weak M1 killers. I personally don't understand the complaints about when you are tunneled, it's obvious that chasing is much more fun than doing gens, the only thing you are losing is blood points from gens but more fun and skill based experience.
That is simply a bad attempt to justify your behaviour. You tunnel, because you can't win otherwise is essentially what you say. You define "winning" obviously by getting all four survivors. I had plenty of ghost faces who didn't need to tunnel. Slugging at the beginning also is rarely helpful, it is only effective with killers who can down quickly, which ghosty is not.
A chase is fun if both sides are somewhat in an equal position, tunneling is the opposite of that, because the Survivors is in a massive disadvantage frome the beginning.
That being said, I don't consider that toxic, but bad sport. It is something bhvr would have to fix, not something players should mitigate. And they are lucky that quite a lot of killers willing refrain from these tactics, otherwise killer queues like in 2v8 would be the good ones.
Toxic behaviour in game in my opion is something like teabagging at the exit gates, intentionally hitting the hanging survivor. Using the endgame chat to tell survivors or killers "ez" or how bad they are, using the n word and other things like that.
And theses examples are not my imagination. I've seen them all, the guy with the n word even repeated the word with one g less so the chat would not be censored.
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@Abbzy said:
I got few trappers who knew on rpd these spawns and put traps there, thing is its not like when hatch will spawn behind shack anc its there but not visiable so you as trapper cant put trap there. But here you can trap it and then cage later spawns there on trap, this one can be seen well but I get this no one expects I didnt too untill like the previous 2v8 I saw trapper who had few traps on places where cages spawn.
I think it shouldnt be possible too on other hand this only works in majority on rpd where cage spawns are pretty same every game there and trapper is one of weakest killers in 2v8.
Well, Naughty Bear did put the trap down, wenn I was in the cage.
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Given that I was disconnected quite often in the past few weeks, while every other thing using the internet connection didn't even flinch (and twice got a penalty for that), I am much more reluctant to blame people for disconnecting.
A friend was also once punished for "not participating" although she just cleansed a totem and then simply was attacked on the way to unhook me. It was a short round because a billy was quite good we were unlucky, but noone threw and especially she didn't. The system notably didn't punishe me, even though I was downed first of all of us and barely got to do anything.
So before I ask for harsher punishments, I'd want them to be accurate.
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I also now trice got a dc penalty for getting disconnected.
I have not a single event in my routers logs, other services requiring an internet connection run without issues. Just dbd disconnects me and then punishes me for that. :-/
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I play Dracula. I don't really feel overpowered. He does seem to be one of the stronger killers, but compared to the likes of Nurse, Blight and Ghoul he is fair.
His versatility is his strenght. In my opinion, against the really good survivors, wolf is overrated. Or in other words, you need to be a better Dracula to be able to keep up with better, wolf doesn't save you. A survivor good at looping will likely know how and when to turn or vault a window. A since you don't get bloodlust as wolfie, they will likely get distance or at least buy time. A good Dracula will of course time their pounce around corners But a good survivor will anticipate that. And so on.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071941#Comment_4071941
for me I feel like my main gripe is around the first hit, like how far he can pull himself to you and then you have to deal with that crap animation lock, if it was he had to land right by you and then "grab" I feel it would feel better, not this latch onto a nearby wall and grab from across the loop.
Like wesker where he has to dash onto you to hurt you then it'd be okay. Though even with the changes how awful the first "hit" feels, if it was like he has his mobility but needs to be close to get both hits I'd not care as much.
like the first hit into dissolution and blood favor etc is what makes it such an eyeroll to face.Thank you for mentioning the animation. I think is an overlooked issue. I have been hit by perfectly unavoidable Blight rushes or by Dracula perfectly pouncing around corners etc and Nurse blinking directly behind me and grabbing me from a gen (even though I had let go from the button!). All of these feel unavoidable, but they feel unavoidable by the circumstances or the skill of the player. With ghoul the animation feels like the game forces you into this unavoidable circumstance.
In a nutshell this part of Kanekis power is comparable to a projectile. But when huntress throws her axe halfway through the map and you happen to step into it's path, you feel like "damn I didn't see this coming" or damn that player is good" With Kaneki it feeels as if the game would held you in place, so the huntress can hit you.
In my opinion even if Kaneki was fully balanced, this would still frustrate people a lot. -
I am a little worried about the minigames in the exile, since I play on controller and thus, for instance, rarely use flashlights. I hope it doesn't require things like targetting a light at something while on the run.
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@Balrog said:
Please feel free to share any feedback here so we can communicate it to the team!
The only issue I have with that, is, that there is no gift shop. I would like to have a way to gift characters (and cosmnetics) to my friends. I would understand if it was only possible to gift with auric cells.
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@quelaag said:
So the survivor is an AI bro who tried to program docile pleasing malleable chatbot (cough prnbot cough) versions of real life celebs LOL, to the extent of making her a female version (for reasons we all know.) And the Trickster was like 'I don't think so', turned her back evil and threw him off a balcony? LOOOOL
As the others said, we indeed all know the reason, he did because it was his job. And the company did so, as far as we know, to have her sing for money. Your insinuation is supported nowhere.
The fact that you believe, someone throwing another of a balcony makes them "a good guy", just because the thrown person was an AI programmer, is honestly as distrubing as it is disgusting.
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@xerox8521 said:
I don't care about the 3 sec stun as a killer. However I do care that when im Survivor and someone is sitting in the locker for 20 minutes just to get a 3 second stun of. On Killer side this change is in my favor if someone actually does sit in the locker for the entire match. A 4vs1 suddenly becomes a 3vs1 without me interfering by hooking or otherwise. Whole point of that crow was preventing a survivor for sitting 20 min in a locker.
I agree. It's simply counterproductive if you have afk crows to prevent them from staying to long in a locker and then give them a skill, that encourages it.
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@cogsturning said:
It'd be cool if we could advocate for making comebacks possible or having matches feel meaningful regardless of winning and losing. The game is really in a sorry state if everyone wants to abandon two minutes in.
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062953#Comment_4062953
That frustration is what we should be trying to mitigate with a shake up, but any effort to change this game is met with resistance, even though everyone complains about how unhappy they are. When the abandon was first announced they'd said there'd be rewards for sticking out hard matches. It never happened and nothing else was ever said, yet more abandon options were added and people keep asking for even more.
With my limited experience I'd say: Exactly.
The way to go in my opinion can not be to create more ways to abandon, but to make less people want to abandon.
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Ghostface seems nice and funny as long as he doesn't try to murder you.
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062201#Comment_4062201
Hey dude, sure you're killing it already!
To be honest, all I can think of is how proud you were running away from the hook, thinking of all the lives you saved. Well done lmao.https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062204#Comment_4062204
This is exactly why I don't call toxicity when a killer does something like this. I mean, maybe if they make it obvious or say something in EGC, but there's equal chance it's someone who literally has no idea and is just playing the game as best they can. But hey, well done on getting a 4k on your first pig game!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062207#Comment_4062207
Oh, yeah, the first time I went up againt Legion, same thing. How can they always find me? They just sprint right at me no matter how well I hide. A more experienced friend had to give me a sitting down, as I was ready to call hacks. Yeesh.
Oh no, no time for pride. My friends immediatly told me, that this notified the killer of our position and also wouldn't stay sabatoged. So it was much more running with a red head full of shame.
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I am still new, so basically I could just wait and tell whatever happened.
But when I was even newer and played survivor I sabotaged the first hook I saw in the beginning of the match. Glad I was with two friends, so just one random person is probably forever mad at me because i couldn't apologize.
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@Junylar said:
Why would anyone wait for 30 minutes in the queue just to stay AFK?
Probably not the intention. They queue up, go somewhere and don't come back in time.
@Wezqu said:
I would rather make it so that if the killer does not ready up they get kicked out of the lobby and replaced with another. This way nobody has to play with AFK killer.
well, problem is, this could trap you in the lobby, without being able to play survivor in the meantime. Yesterday I waited because so many people were lobby dodging, until while loading the match was aborted and i was at the beginning of the 30 minute wait again. If the killer get's kicked out in the lobby, some people will leave, leading to more people leaving and so on.
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@TWiXT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060512#Comment_4060512
The faces on the legs of the 2nd one are nice, but being from the USA, the feathers positioned over them remind me of the head dress's of Native American Tribal Chiefs… I'm probably the only one though, so, no doubt nobody in the whole wide internet will EVER find anything wrong with that…. I'm just weird I guess.
Also, is anyone else relieved to find out that this may be the closest we'll ever get to having a spider themed killer? Good dodge imo, 2 other asymmetrical games failed hard within a month of releasing a spider killer, as if doing so is somehow cursed, so I'd hate to see the same thing happen to DbD.
It's not just you. I didn't see it before, but now I do. Though I think, in the actual game this will not be that pronounced.
Edit: Grammar. -
I've got choice paralysis. I like the head of the first and the legs of the second more. 😶
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To be fair, healing near a gen can be quite benefitial. The loud sounds of the gen muffle the pain grunts and the fearmonger reveals you when a gen is finished and you're unhooked. A healthy survivors is a better body block.^^
Most frustrating for me is not to get unhooked or better uncaged in time, especially when I was good the chase before I got caught (doesn't happen to often though) However, sometimes, when you are caged you are so far away, it actually hard to get saved in the first place. On the other hand, that wouldn't half of the time be aa problem if survivors would spread out more.
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To be fair, healing near a gen can be quite benefitial. The loud sounds of the gen muffle the pain grunts and the fearmonger reveals you when a gen is finished and you're unhooked. A healthy survivors is a better body block.^^
Most frustrating for me is not to get unhooked or better uncaged in time, especially when I was good the chase before I got caught (doesn't happen to often though) However, sometimes, when you are caged you are so far away, it actually hard to get saved in the first place. On the other hand, that wouldn't half of the time be aa problem if survivors would spread out more.
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I disagree, that would keep me from spamming the button to hook someone while two people run around with flashlights.
@GentlemanFridge said:
I think this is more of an issue of the pallet break action having the same bind as the pick-up.
But also, it's pretty easy to punish if you see it coming. Be wary of downed survivors right next to dropped pallets. It's pretty much a free hit if they mess it up.
Exactly. If anything, there are too many actions on that button.
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@NeverSolus said:
I don't disagree with the sentiment here but this is quite literally a PvP game. 'I have to win' is not some rare disease that snuck in through the cracks, it was literally baked into the cake. The idea of us being the problem is very, very accurate however that's much like blaming a blueberry for being blue. BHVR built this into their cake - they cannot then act surprised, indeed no one can, when there's blueberries in their cake.
Yes it doesn't need to be quite as toxic, but all PVP games garner greater toxicity than their PvE cousins. Even Chess, in all its glorious balance and grounded traditions, is known for having a great deal of toxicity, anger, and poor sportsmanship in its tourney wings. DbD is not somehow exempt from that condition just because the fostered community is somehow less desirable to the dev as a result.
We can mitigate some toxicity, certainly, but approaching the DbD experience from the angle of 'it's just a game bro' is not productive. True, yes, but it's not productive. The overwhelming majority of sports fans, competitors in tourneys, and even uno games can inspire a level of infuriation in people that 'It's just a game' does nothing to balm the burn of. This is a PvP Game, and as a result the walk-in is an expectation is not 'I'm going to play to have a jolly good old time!' but instead is 'I'm going to play to win.'
That's the very premise of this genre of games. Acting surprised or attempting to convince people the game is not based on 'I'm playing to win' is, while very mature, not going to bare any fruit I think.I think the OP meant more something like "I have to win at any cost".
I want to sacrifice (or mori) survivors as a killer, and I want get myself and as many people as possible out as a survivor. But that doesn't mean winning is so important that I become toxic to others or needlessly use tactics, that limit their ability to play the game.
Some Tactics like Hard tunneling and facecamping kinda limit other peoples ability to play and to grow . I usuallly try to spread hooks for that reason, so every player gets some time to play. And I definitely "win" less because of that. But I think it's worth it for a better community.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/464424/one-easy-fix-for-trapper
- Addon rework.
- Make him start with 3 traps
- Decrease trap setup time from 2.5 seconds to 2 seconds. (setting speed addon basekit)
- Decrease trap pickup time from 1 second to 0.5 seconds.
- Slightly buff the hitbox of the traps so that you can place one right under a window and it still hits a survivor, or that you can place one near a pallet and they can't wiggle around it slightly to still walk through the trap.
- Trapper is no longer stunned when stepping on his own trap (although the trap will snap closed still)
- Put 1 trap near each generator to start
- Increase the setting buffer from 1.5 meters to 8 meters so you can't put too many traps close together (to prevent basement trapper being a thing)
- Increase the haste when setting a trap from 7.5% to 10%.
- Make the haste when setting a trap "build up" So basically you build up the haste as you channel the trap, so if you cancel it early, you still get like a half second speed boost.
- Make escaping a trap no longer RNG.
- For example: Currently its, every failed attempt, increases your chances of success by 16.67% until it reaches 100%, so the 6th attempt is a 100% chance to occur. This means on average it will take a survivor 6 seconds to escape at ~3 attempts on average.
- Instead make it just be a single attempt, that takes 10 seconds (making the addons for this basekit) to remove YOURSELF from the trap, and only 2.5 seconds for another survivor to remove you from the trap.
- New Skill: Juggernaut
- When a survivor steps in a trap, press the secondary ability button to immediately face that survivor. The trapper then moves in the shortest path to that survivor increasing speed until he reaches 10 m/s. If the survivor escapes the trap, the trapper will continue moving to the last known location of the trappe survivor. Once he arrives at the trap, if the survivor is in the trap, trapper will automatically down the survivor (or can pick them up from the trap by pressing the button again). If the survivor is not trapped, the killer gains killer instinct on that survivor for 10 seconds. Juggernaut can be cancelled at any time and then goes on a short cooldown.
This isn't perfect but its a start. This will:
- Give him more traps
- make him setup faster
- Make him pickup traps faster
- Make him move faster when setting up traps mid-chase, or able to cancel the power early for hastey mindgames
- Survivors can't RNG luck out of a trap anymore
- Trapper can't hook everyone in the basement easily anymore and just setup a ton of traps.
- New ability gives him some map control. If he sets up a web of traps he can leave that web and if a survivor hits a trap he has a chance to get to them.
I think the new skill might a be a bit too strong. Trapper running to the traps with up to 10 m/s is insanely strong, (or useless if the survivors find the traps and do what survivors sometimes do, dispatch someone to follow poor 'ol Trappy to disarm all his Traps. making your ability swingy)
Why not instead have a rush ability only for traversing (e.g. blocking M1), which gets insanely fast if the trapper is moving towards a trapped survivor?
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057990#Comment_4057990
sorry i have correct you there lol i havnt said soloq is to be played without any form of altruism….just minimal. if me saving someone helps my escape then altruism is required. likewise if im the only good looper on the team and i loop for 2 gens, it would benefit the other players to save me so i can loop the killer for another 2 gens further aiding in their escape by unhooking me. Altruism for a purpose is what soloq is about at the moment. Part of the reason i think soloq should be played with minimal altruism is due to not only how the game is scored BP, MMR, challenges ect being individual based but the fact there is no comms. Add comms, score people as a team and maybe we will have a team game on our hands.
I can see your point. Sorry if I misrepresented you.
But what I meant is, many people hear approach the game differently. And @cogsturning most definitely is one of them. So you two will likely not find any common ground.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057960#Comment_4057960
please reconsider adding Elusive off hook. that change alone would help with the frustrations of being instantly tunneled off hook since the killer can’t easily track your pools of blood and scratch marks.
From the killer's perspective, I would like to add that it is easier for the killer to spread hooks. If you catch someone unhooking, the situation can become confusing and lead to you pursuing the wrong survivor. This means that you either have to abandon the chase and lose time, or tunnel a player even though that was not your intention. If the unhooked person was elusive, that wouldn't happen.
Of course this means, perks like babysitter would have to be reworked.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057990#Comment_4057990
I think a comms wheel would be fine.
Plus, a lot of people don't speak English, which is something a lot of people forget. Comms don't do much good if you don't speak the same language ll
And you create such a thing for consoles instead of the in game chat. Since the devs decide what goes in there, it could all be some form of positives like "ggwp", "liked that chase", "nice of you", something like that. So people can give props proper and direct, but can't insult the others.
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@Linkdouken said:
My only issue with the zombies is how fast they respawn and if you are unlucky, they'll respawn in the same location you just destroyed them
If you are really unlucky they spawn in rpd between you on the hook (cage) and the only way in.
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A way, only for other survivors, to see on the character model of a survivor what class they are carrying. Maybe an armband or so. The hud icons are rather small and you have to scan the whole roster and even then two players might have the same char.
I did happen quite often, that I could have opened the gate faster, 'cos of the guide class, if the on there would have let me.
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I remember one the youtuber Kytos videos, where he complained about lightborn, and many people told him in the comments, that they use this perk for exactly that reason. I agree with you, this is a problem.
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@cogsturning said:
I'm curious what everyone's preferred class is, and why.
In half my matches, I'm the only GuIde, and the class feels really under-appreciated. Not only can I summon players to key gens but I can stick my blastmine on a nearby gen to either summon more people to that one or to keep an eye on it to get a read on killer location when they kick it. Or I can wiretap a middle one with minimal progress that the killers are unlikely to bother kicking. I've had a number of matches where all the gens left are on one side except one and I can get the survivors to help me with that last, isolated gen. It's more macro to me than something like Medic or Escapist.
I like them all, but I stay away from torchbearer, since the class sort of implies being able to effectively use a flashlight and a flash granade. and I suck at both. Other than that I will take a role not (or less) taken.
The problem with guide is, that their blast grenade lasts 120 seconds and recharges in 90 seconds. 90 seconds in my opinion seems to be too long to just place it somewhere random, but 120 is too short to place it far away from the killers.
So I find myself most of the time rather completing the gen, than trapping it - if I can. I still like playing guide.Scout is great since you help the whole team just by looking, but also your active skill can be used in relativ safety. I was really happy, when I saw how another survivor used the recently, by me, repaired pallet to stun the killer.
Escapist, though probably more helpful for people who are really good at lopping, is also great. You can use their active skill to sprint boost other people while not being chased yourself, and maybe delay the killer. I once did that while someone was chased by the Spirit. (Well, I think, maybe they did see me and just decided to go for their original target)
Edit: grammar etc. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056504#Comment_4056504
Aura read goes hard on Dredge. The Lavalier Microphone add-on is a must for me. Three quick teleports and you have an almost undodgable read on everyone.
Thank you.
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I am fairly new, but Dracula and the Doctor.
I have a lower kill rate stat wise with The Dark Lord, but that is misleading, as I use him much more often than any other killer.
But both are fun. Dracula is simply strong and versatile. And with the Doc I just have fun in making everyone scream, even if I don't get (all of) the survivors.
@cogsturning said:
Stat-wise, it's Dredge at about 80%. I used to enjoy playing as him but against good survivors he's rough. I wish they'd fix the locker spawns and maybe get rid of the locks on them. Other killers have a less punishing teleport, and on some maps there are multiple gens with no lockers even nearby. Badham is pretty much an autoloss.
I was thinking of learning to play Dredge some day, I just like the aesthetic. Any tips ;-)?
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I play the Dark Lord and found Fearmonger to be of the most use for me, or better, for my teammate. I traverse the map as a bat, so Shadow doesn't help that much at least as long as there are many survivors left. Also, all the other classes require me to stay near my teammate for the team skills. But as the Dark Lord I can teleport, aswell as chase and pounce (2 long jumps plus in this mode a third, bugged jump), so I am moving very fast around the map. Since other than Nurse and Blight, the others are usually slower, I can hardly make the team skill work.
When I can't choose Fearmonger I choose Brute.
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@Brightened said:
I get it- There's not that many killers to choose from, but game after game is Oni after Oni.
It makes it seem boring.
They also gave Oni a RIDICULOUS turn rate so now he is pretty much an easy stomp if he gets a map he can free-run in, which is most of them.
Do not include him in the next 2v8.
I don't know, especially if Oni is that common. I've not seen him that much.
What annoys me, is the Nemesis + Chucky combo. It seems to me to be much more common than Oni itself. But maybe that's just my impression. Nemesis is annoying in 2v8 anyway because of his zombies. It sometimes feels like you're dealing with 6 killers. 4 of them are weak, but they can see you from far away and send not just one, but two strongers rushing towards you. -
Do we need a post like this? All you get, is more quarrels. This is toxic.
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@cogsturning said:
I was once saved by a flashlight. It's possible but very unlikely. I don't know why people even bother.
Thank you!
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@Jay_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/463847/is-the-first-op
Short answer to this is No.
The long answer is Yes and No
Why I feel he is OP
In the right hands he is OP. I have been playing him since release and honestly put more hours into him than i have played DBD over the last 6 months as i find him extremely fun to play. This means i am getting used to his power and the little tricks needed to get good with him. There are times i down a survivor after 4 perfect hits (2 to get into power then 2 to down them) and i do think sometimes "Man this killer is a tad OP kind of needs a nerf".
However there are times when i play him and miss a hit with his power then have to spend 3 - 5 business days catching back up to the survivor because he is so god damn slow.I feel like he is similar to Nurse and Blight. In the hands of a new/casual player he is extremely hard to play. If you miss your shot you lose so much distance, have to spend a while catching up and pray you don't miss the next one. But on the flip side those players who put the time to learn his power will start destroying survivor teams.
Why I feel he isn't OP
Firstly he is a slow killer. His slower movement speed means a survivor just has to hold W and you will have such a long chase. He is shut down fairly easily in a chase by any haste perk, if you don't run aura read then your just shooting blind especially on indoor maps where survivors can break line of sight all the time.
Secondly he is shut down by anything with elevation. I'm not talking about multi level maps like the game or RPD im talking about parts of the map that has temporary elevation. As an example the hills on the outdoor maps. You can't shoot thru them which means you have no choice but to either run around them or leave chase.
When your trying to get quick hits with your power if a survivor is near a staircase, The hill, even things like the railings on dead dog saloon then your power will end up hitting something completely different.I've been testing various counter plays with him with my wife in customs and there are a fair few things that you can do to shut him down.
Firstly Deception. Because he is a slower movement speed killer I personally find that deception is messing me up, You hear a locker and think the survivor is just hiding from your power. by time u get there you have no visual on the survivor because of the distance they have gained and i would say 7/10 times I have just completely lost the survivor.
Any sort of haste perk. Be it temp haste like sprint burst or lithe or a more perm haste like boon this really messes with the killer. Normally if you can light up the circle so the survivor is dead center then you are guaranteed a hit. But if survivor has any haste then that is no longer the case.
And simply Holding W. This won't let you escape but holding W and not taking a weird side to side path to lose distance will ensure that the chase with Vecna lasts longer than it should.This.I have the same impression from playing against him.
I disagree with the notion of the OP, that enough has passed. I wanna see a few games of the likes otz against equally competent survivors to see who pummels who.
Right now it is entirely dependend on the respective killer player. Some come with just a green perk from Henry, some come weith a dedicaded build. Some miss and miss, some aim perfectly. It's really hard to tell.
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This game by its nature leads to more toxicity, because it's pvp and asymmetrical. An asym game is not only hard to balance, balance isn't felt as much by the player. So you far more often get the feeling, that you are treated unfairly.
And if something is unfair people get mad. So to not get mad, you have to not take winning to seriously. Given however, that everything in the game suggest otherwise, many people do. I've seen one toxic killer (who threw the N word) so far, in my short time here, but more often survivors. Though that is to be exspected, since there are 4 of them, and half of the time they are toxic to their team mates.
@Crowman said:
BHVR has done nothing to squash toxicity in the community and behold the community is a toxic wasteland.
While it's certainly true, that a company can do something to discourage toxic behaviour and BHVR could likely do more. I think we shouldn't blame them alone. Everyone of us is reponsible to be nice.
I do one thing, I always write "gg" and see how/if the other side reacts. Some people are really nice.
I'll think of this Eleven the next time, I get tunneled out or someone calls me toxic for writing "gg" or calls me a camper for defending a 3gen. :-)
{Even though I am not as good as they think ^^}
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052490#Comment_4052490
Being mistaken is human; repeatedly changing the explanation to whatever is convenient is something else.
Going from “case closed” to “still buggy” to “lag” reads like damage control, not a good-faith argument.
Provide an official source for “intended,” or stop dismissing evidence you can’t refute.To be fair. Official sources or people who know them, should read here.
(Edit: typo) -
@crogers271 said:
On the topic of which role is more stressful
I've always found it an interesting topic, especially because of certainty people have over their feeling and disbelief from others.
Personally, I'm on the survivor is more stressful take, win or lose killer doesn't seem to have nearly the nerve racking nature.
Reasons I have / I've seen over the years
Team nature vs solo:
As a solo, I want to win, but if I don't, live and learn. On a team, if I let my team down, that's devastating.
Uncertainty
As a killer I see the gens, the hooks, right from the start. Survivor, all of those are uncertain (including even what killer). In soloq I never know for certain what the other survivors are doing.
Who to blame?
I see lots of blames on bad teammates. Like 'why would I stress if the team is playing bad'? I instead focus on what I could have done better.
Gamesense
I've never found the killer gamesense particularly taxing on tracking the 4 survivors, especially compared to guessing at what the other survivors might be doing. Making a call on something like 'do I go for the save, or stay on this gen', seem much more difficult and taxing than the killer calls.
Never feeling safe
As killer there comes a point where its like 'I've got this in the bag'. The end game is rarely tense. As survivor, playing both for my escape and others, there is always the possibility of being caught or losing another survivor.
Expectation of winning
Does the 60% KR and fact that the killer should win make it more or less stressful. To me, less. If I play 5 games and lose 1, draw 1, and win 3, I don't focus on the 1 loss. On survivor escaping a match feels like an accomplishment, which makes it getting taken away late very stress inducing.
4v1 or 1 stronger
I think there being 4 survivors creates an impression of strength that I don't get. As killer I'm faster, I have a power, I have the advantage in every 1v1. The fact that there are 3 other survivors doing gens doesn't detract from the advantage there (see gamesense feelings)
Control of the flow
As killer, if survivor is headed for a strong loop, I can just drop to another one. The killer controls what happens. As survivor the best I can do to interfere with the killer is try and body block, I can't force them into a chase.
Basically - everyone is different and gets different feelings from the roles.
I play both, though more killer, even when my grades suggest otherwise.
I'd like to add one thing. As a killer I be bullied by some teens with flashlights and teabagged and so on, but I can still do most of the things I do and try to hit things etc.As a survivor, hard tunneling, facecamping and slugging tactics, keep you from playing. And the game is structured in a way you are not rewarded. (For reference: Tunneling in this case means deliberately targeting the same survivor after hooking them until they are out.) You are out early, so you get less BP, less pips etc.
Though leading the killer on a chase for 30 minutes would also only get you max in chase, but still.
Things like that don't really seem happen to killers or do they? We have to be fair here. The things the OP laments about impact survivor gameplay. Gen rushing is annoying and might feel unfair, but it doesn't trap you in being unable to play.
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@yato said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051376#Comment_4051376
And now explain to me why, in my video, the survivor wasn’t hit with two attempts, in the same way it supposedly happened in the OP’s video
I meant no offence. This was a genuine question. In the OPs post I could say, maybe they collided and the registered later. But in Senaxus he does seem to be much to far away. So what hit them?
