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4thdslip

4thdslip

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4thdslip
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  • Just……………………. stab them…………………….? If they get slugged as a result, then they have to sit on the ground until someone comes to save them. If they have to wait 90 seconds to get up with the auto-timer, then that's 90 seconds they weren't on a generator. That's what we do now to people who want to bodyblock with endurance and want to click click while injured and that has not changed. Literally just stab them.

  • >slugularity not in dead

    what game am i playing in which a larry does not slug or tunnel

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990152#Comment_3990152

    I'm guessing because it's a simple number change on Oni, I think pretty much everyone would agree, that a simple number change on Twins won't really do anything.

    I assume this means the idea of what a fix would be would require heavier work, and therefore, if this is already on the devs' radar, also explains why the Twins are still kinda… in the state they're in?

  • @ryyzo64 said:

    I know he's not the most played killer following his removal from the shop/storefronts, but these anti-tunnel changes would make counterplay tremendously exploitable.

    Currently, juggling the box as The Cenobite is the upper ceiling to his skill expression. Whether thats knowing when to teleport to a box solve, or tracking the spawn location and targeting survivors who are heading towards it to protect it, it's core to his playstyle in high MMR and against organised comps where people are confident in managing the risk/reward of solving the box.

    If the anti-tunnel changes go through, survivors who have been hooked would be able to designate themselves as box solvers, head to the box and be in a win/win scenario. If The Cenobite wants to protect the box and preserve their chain hunt progress, they have to either commit to hooking a survivor that would trigger anti-tunnel, or be forced to slug which is now easier to recover from.

    If The Cenobite doesn't want to proc anti-tunnel, they have to keep repeatedly solving their own box to extend chain hunts. Why is this bad? Isn't this what he's supossed to do? Yes and no. Solving the box to active a chain hunt is great, but that upper skill ceiling I've been talking about comes into play as soon as the chain hunt starts. In order to prolong the chain hunt to get maximum value, The Cenobite can track the spawn location using predictable spawn logic, and protect the box, either by intercepting survivors moving towards it for a solve, or remaining at a close enough distance to interrupt a solve either with basic attacks or a summoned chain. The box spawns 10 seconds after The Cenobite solves it, imagine the mental load of tracking box logic every 10-30 seconds (accounting for travel time) just to keep a chain hunt going for any substantial amount of time.

    If a Dead on Hook player is solving the box before 6 hooks or was the last hooked? The Cenobite isn't even allowed to do anything other than slug or let the player free. The repair speed bonus and gen protection from a pre-6 hook or previous hooked death compounds with the lack of slow-down The Cenobite would otherwise naturally recieve from prolonging chain hunts. Gens will pop at light speed, faster than they are even now, all because the survivor that last got hooked decided to be the one to solve the box or initiate chase. That's it, that's the counter play. Get hooked? Solve the box, and guaruntee either a slug that is no longer the threat it would be (Which is a good thing!) or a further hook that brings survivor one step closer to winning through exploitation of anti-tunnel mechanics.

    The optimal way to play would basically be without the box. You load into a match, knowing that one survivor has to run off of a gen every 40 seconds to solve the box knowin they're completely safe from retaliation. It becomes a non-mechanic for The Cenobite, and barely an annoyance for Survivors.

    Believe me, I want there to be reasons to not tunnel, and survivors deserve matches that are free from hard tunnelling, but these aren't negative repurcusions. These are a brand new resource that can be exploited by organised players to drastically increase their chances of winning against The Cenobite.

    Again, if a previously hooked survivor designates themselves as "the box guy" in a match, they either force downs and hooks that proc anti-tunnel, or completely remove The Cenobite's skill expression and gutting his chain hunts.

    Call it an overreaction, but I simply won't be playing anymore if these changes go through. The anti-slug features are okay (Still have to see how it feels on PTB), some of the anti-tunnel features are great, but the rest of them will utteruly kill The Cenobite, and no doubt other killers too (I'm a Cenobite main, so this is what sticks out to me).

    The following changes should not leave the PTB. If they do leave the PTB and make it to live, I hope other 7 players who regularly play The Cenobite stop playing and pick up the new Hellraiser game for our boy.

    "Added new effects that disincentivize tunneling:

    • If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.
    • If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked."

    I'm begging you to remove these.


    Notably, one does not need to pick up the survivor in order to retrieve the box, and sometimes the most important play is to NOT teleport to the box, especially since you're told who's holding it. You're also in a win-win scenario if you open the box at the top of basement stairs (along with any other slanted or high place, like harvesters on Coldwind), does this mean we should remove the basement?

    Also, in your scenario, either the Cenobite is never hooking someone after the original hook that "designates a box solver," therefore never resulting in a switch of "who is the box solver now?" or one of the survivors is actively wasting time away from the objective by designating themselves as the box opener past the (at most) 90 second window in which they are the last unhooked player. Both of these are completely against actual logical gameplay, in which you would immediately either begin to search for the box or a new player upon hooking, which would result in the "box solver" switching, or the box being found and popped again. If, for whatever reason, you physically cannot find any other players because they have all decided they were going to fall through the map, you can just slug the box opener and walk away because you get three loud noise notifications at a minimum to find those other 3 blokes.

    Please note that me stating this doesn't mean I agree with the anti-tunnel going through - I think any gen related process in the anti-tunnel changes will never make it to live due to the way that it can be abused and bugged. It's just that this is completely unrealistic, like people's concerns about how 4 mans would hold killers hostage for 10 minutes to trigger abandon, as if every killer in the game minus 2 didn't have a way to find and hunt down survivors.

    tl;dr: just hook someone else or slug the box opener peepoBox

  • Going to get downvotes for this, but what do you want nerf wise for the Ghoul? List issues and solutions to it, just to show that you're serious and can actually point out what makes him worse than Nurse and Blight.

  • Old Myers will literally still exist…

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989613#Comment_3989613

    Scratched Mirror must never be touched!
    NEVER LET JUMPSCARE MYERS DIE!

    He does get on demand undetectable, so it may still live on! NEVER GIVE UP. NEVER SURRENDER

  • Michael player here! I'm a big fan of the changes, though the 40m terror radius needs to be dropped down to 32 again. While this is a instadown Shred, Bubba also gets to maintain his 32 meter terror radius (as does Demo!) so unless they anticipate him zooming at mach speeds, I don't see why 40 meters is what he gets upped to.

    I'll obviously have to see the addons to give judgement, but I'm praying there's more than just Upgrade to Stalk Speed when picking your nose, Old Michael Iri, Upgrade to Lunge Distance when you sneezed recently.

  • @RFSa09 said:

    Jokes aside, they HAVE to buff EVERY SINGLE below S/A+ tier killer if this hits live

    pure immortality should never be a thing, specially when the player can decide when it's going to stop working, a survivor with this status effect can, on some occasions literally just camp a progressed generator in front of the killer until he goes away, if the killer do go away the survivor repairs the generator, if the killer waits the other survivors win the match, same for hooks, exit gates, literally anything, so imo they should scrap this idea or completely remove the option to make any conspicuous action at all

    I hope they think twice about adding god mode on a pvp game...

    I think everyone is overreacting about the Elusive status. No one does this with OTR, and Elusive is part of OTR. There's almost certainly going to be a timer (likely 10 seconds just like everything else in unhooks) that you can wait out or smack them so they get out of your face.

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988993#Comment_3988993

    https://forums.bhvr.com/dead-by-daylight/kb/articles/478-stats-october-2024

    Actually the kill rate last year was 57%, but remember killer mains complained so much that it was too survivor sided so these devs kep nerfing survivor and aim for 70% kill rate now, but are too ashamed to show us the new 2v8 stats.

    And do you have sources for everything past "57%" in this sentence? Keep in mind that there's not a single killer in 1v4 that goes above 69% kill rate, and those that hit 69% or near to it are pubstompers - characters that have had multiple reworks that cause players to get confused on counterplay (Freddy, Sadako), characters that have little to no counterplay at all (Nurse), or characters with complex kits, often coming with bugs on top (Twins, Vecna).

  • @Astel said:

    Official stats site always didn't show modifier stats as I know.

    I think they mean the little graphic that's lile Oh here's the matches played! Here's how many survivors died! etc etc like the one for Anni.

  • Did they show it while the event was going on last year???

  • @Memesis said:

    Legion needs to be limited to 1 free injure with frenzy then be immediately put into fatigue and cool down. Too weak? Then just delete him.

    They made this, but he's not available in 2v8 and people are still asking for him to be nerfed because you have to offset the fact that putting one person into mending needs to have more effects to it to be a power.

  • since we necro'd this thread i need that other person to come back to the thread and read me the OP post as a bedtime story to see if they still believe in "in comparison to survivor movespeed"

  • any other autistic people in this thread bothered by nipple piercings? just me and renato lyra? ok

  • @I_CAME said:

    Did they nerf cakes, streamers, survivor pudding, etc or is it just the sheer amount of useless junk in the web now that prevents me from getting them anymore?

    It's the junk in the bloodweb. To copy a comment of mine from half a month ago:

    Its because BPS have to compete with, for survivors:

    • 5 other types of bloodpoint offerings
    • 2 luck offerings
    • 21 map offerings
    • 2 item addons each for Flashlights, Medkits, and Toolboxes
    • 1 item addon each for Fog Vials, Keys, and Maps
    • 2 toolboxes and one of every other item
    • If the survivor does not have every perk unlocked, typically 1-3 slots that would contain a blue or higher rarity item will contain a perk

    Killers drop all the items + addons, the luck offerings, and one of the BP offerings to replace it with 5 blue addons, so you are statistically more likely to get BPS on killer than survivor, since the survivor chance is 1/45, while killer is 1/31.

    They could reduce this chance for survivor by:

    • making Bound Envelope a green offering
    • remove both Luck offerings, reducing it down to just Vigo's Jar
    • reduce the amount of addons for the stronger items to match up with those for the weaker ones (this would likely result in us losing Gel Dressings and Styptic Agent to keep Syringe as a Iri)
    • remove Mechanic's Toolbox (and Engineer's Toolbox)

    This would remove 7 items from the pool, bringing it down to 38, the smallest the pool can go down to without removing a item from the game or remove items from both pools (ie: merging the Nostromo offering into the Dvarka one, removing the emblem related BP offerings).

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988576#Comment_3988576

    No its not hostile to rile someone up. Is a survivor teabagging toxic? The point is that its a strategy. Have you never been to a tournament before for nearly any game, or sport, or boxing, or football, or anything? Its a strategy to get in the head of your opponents and get them to make a mistake.

    I mean… riling someone up is hostile behavior. Teabagging is in fact toxic behavior in other games, so there's no reason to say it isn't here for some unknown reason. In sports, it does make sense to rile a opponent up since it causes a better show, but it's not a strategy of any sort - sports have so many variables in them that a lot of strategies will go flying out the window after the initial position is broken since you cannot predict how the opposing team will interact with you or how physics will work out.

    To go back to the example of the Clown player, how is pissing off the Nancy by slugging and camping her by walking with her all the way to the corner of the map benefiting the Clown? Yes, no one can get the save, but once it becomes obvious that the save is not viable, you have roughly 2 and a half minutes (accounting for discovery time and any time taken to find the bot for resetting, if it occurred) to complete gens. The only informed decisions the Clown makes in the entire story are tunnelling the Leon out as he was already broken, and hunting the bot down at the end due to the fact that he likely was not going to be able to hook Rulebreaker after already dropping them once. Everything else is inane decisions that do not progress the game on his end (as pointed out up the thread, the proper behavior would be to leave Nancy slugged in the corner to force the human player out to come get her, and to hunt down the bot to leave them slugged for the same purpose, letting no one escape), serving no purpose beyond pissing off players. If actions are meant to be strategic, they need to have some benefit coming from them…

  • I'm going to ping in @MechWarrior3 and @OnryosTapeRentals as they're both Sadako players and may know more bugs than I would, but I'm also going to link a thread about a visual bug in the lobby regarding her prestige weapon. Much less gamebreaking than your bugs, YayC, but still worth adding nonetheless.

  • We're all gay men?! Based on the amount of Steve icons, I assumed everyone here were straight college aged boys.

    in B Comment by 4thdslip
  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987152#Comment_3987152

    Having essentially a built in Franklin's demise until you deposit a tape is pretty massive I'd say.

    Franklin's does more than just disable your item, you know. Dropping it means you have to survive the chase or get hooked, waste precious objective time to retrieve the item, and then go use it again, with the additional issue of the killer knowing where the item is (and thus being able to hinder your ability to retrieve the item, especially with trap killers) and anticipating you retrieving it.

    Onryo's tapes are taken by choice, often in times where the item is not needed (ie: after depleting a toolbox which takes at most 25 seconds, when healthy for medkits, literally any time for flashlights, when on cooldown for the 3 other items) and can be safely deposited in the corresponding TV whenever the survivor needs the item again, unless they get chased and hooked... which also destroys the tape, allowing use of the item again. This argument was dumb when people claimed Sadako was OP in Blood Moon and is still stupid now, because it doesn't actually reflect real gameplay against current Sadako.

    There's also some discussion to be had about how Syringes completely counter this, but that's neither here nor there.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986612#Comment_3986612

    TVs will spawn next to gens, that's correct, so that's 5 out of about 8 or 9 TVs total. There are more than 9 tiles to loop at on the map. Therefore, there will be loops that are not next to gens or TVs, hence it coming down to RNG. Not complete RNG for every TV, but still RNG. If you haven't heard people say that they lost to RNG, you haven't been on the forums enough because there's a new post practically weekly about RNG affecting both survivors and killers.

    M1 and M2 counterplay should come down to map knowledge, looping knowledge, and macro knowledge. Killers should not be guaranteed hits at tiles with a pallet or window without first interacting with the elements of it. I'm not saying a pallet should be broken or window blocked by the entity, but given any killer, and the killer and survivor both playing optimally, it should come down to a 50/50 at the worst. Killer mains need to know a fraction of the knowledge a survivor player does to see the same amount of consistent success. That's just the pure truth. Heaven forbid killers actually use an iota of game sense at loops or win a mind game instead of the killer playing itself to secure a hit.

    Even your example of pig. Do you think survivors find it fun that pig essentially gets infinite value off of ruin or pain res because the "optimal" play is to 99 gens until the traps are off? Especially if she has the addon that hides box auras until the trap is active?

    In regards to knight "missing" his pincer attack, that is a player mistake, not a killer limitation. Hoping that a killer misses is not counterplay, and it should never be considered counterplay. That's how you get nurse and blight. Hence why I said played perfectly. Those killers I listed cannot lose if both the survivor and killer play perfectly. That is not fair, and we shouldn't strive to make Onryo or any other killer that strong, even if TVs are based on RNG.

    Onryo has a base kit mori, map teleport, undetectable, a power that prevents the use of items because the tapes are held items, a spirit blink when manifesting, and immunity to pallet stuns when demanifested. She is the personification of the famous phrase: "a jack of all trades is a master of none, but oftentimes better than a master of one." Taking out ONE tape isn’t preventing her from teleporting, and that's not even factoring in that the TVs play two roles: map traversal AND condemned. If you're playing them primarily for map traversal, you will fall short on the condemned because survivors have time to take the tapes out. If you're playing them for condemned, then you won't have many for map traversal. It's called a trade off and adjusting your playstyle mid match is a skill that leads to success because she has flexibility.

    Onryo has A TON in her kit, is top 3 in the official kill rate stats, and is a complete solo queue demolisher. Asking to buff her because OP had 3 bad games while still refusing to show their total kill rate on onryo is not indicative of a major problem with the killer.

    pause hold the phone how many tvs do you think onryo has

  • They need to:

    • make Conviction be if you heal another survivor
    • make Conviction (and Second Wind) work like Lucky Break's healing requirement and therefore not get activated by one tap but also not get completely ######### by team resets
    • up the recovery progress percentage for picking yourself up except in endgame where the perk is intended to be used

    This should fix literally 95% of issues with the perk, and the other 5% are synergies, which require you to take away slots meant for other perks that could further the objective. I'm also not opposed to having it be a anti tunnel perk, where it activates post-unhook, which would mean killers would have to get through the unhook BT, DS, DH (or Soul Guard, for the next part) and then Plot Twist into the Conviction back into the Plot Twist.

  • a cat cringing in pain at the sight of this post

    can u confirm if this is sarcasm before anyone else replies thx in advance

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986520#Comment_3986520

    Why? Missing M1 is very rare thing unless you're very new. Against experienced killer it's pretty hard to make them miss

    This is genuinely untrue. Making killers miss is the only way to get out of certain situations, which is why we have movements like the spin, FoV tech, window tech, faking vaults, etc etc. Not to mention, M1 killers are unfairly targetted by this change, because they can only use their M1 to do damage (pretend to be shocked) while M2 killers can avoid it entirely.

  • As a gay man, I do love a good D.

    in B Comment by 4thdslip
  • @Drearystate said:

    This wasn't written by AI.It is amusing that people try their best to dismiss something they don't agree with by throwing the AI card at it. But hey, we can't all be intelligent.

    Notably, you no longer are talking in perfect grammar as you were in your OP post. Could this information be relevant?

  • OP, if you make this again, can you make a note if they stated Overlord was the anime or the film?

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986517#Comment_3986517

    While this would be an interesting change, it would then put the issue back onto TV spawns. It's complete RNG on where the TVs are, and looping will feel like either you've won or lost on something practically out of your control.

    I think it all comes down to the issue of effective counterplay. Every killer SHOULD have an effective counterplay method where if both the survivor and killer play perfectly, getting a hit comes down to a 50/50 or rock paper scissors move so to speak. Let me explain with what I don't mean:

    • Current nurse - you cannot do anything against a nurse who knows what she's doing
    • Current blight - 1947 win streak, need I say more?
    • Current knight - Place a guard down and cut off the survivor
    • Current ghoul - you are getting a health state taken whether you like it or not
    • etc.

    Sure there is something to be said about a killer's chase potential vs gen patrol potential (map traversal), but usually the more frustrating killers are those where a survivor's choices in chase do not matter. The killer players that say "well killer is the power role, so I should eventually get a hit" I agree with to an extent, but it should not be guaranteed. You still should have to earn a hit and subsequent down to secure a hook. I'm not talking winning a chess match every time, but it should definitely be harder than it is now. Pressing "killer power button" should not guarantee a down, like old chucky used to be, or like current ghoul is.

    Bringing that back to the topic, Onryo really is fine as is right now. Her effective counterplay is removing a tape, and she still has her passive phase to work with. The issue is most Onryo players do not use her kit to the fullest potential. When I play her, I always TP as soon as I can, as much as I can until only 1 or 0 players are getting stacks. Putting pressure on the survivors early is her best form of slowdown. I've had many games against P100 players who just ignore the tapes thinking they can just do it later, but they end up getting condemn mori'd 1 minute later. I don't think we need to go back to an early onryo where the tape timer was essentially a weaker pig trap, but we don't need to rely on them so much that the tapes are the only thing a survivor really can worry about with Onryo as the killer. Right now they are something you have to manage, but they are not so egregiously in your face that every second you don't have a tape, you need to pick one up.

    Not... exactly? TV spawns are near generators, taking the place of chest spawns. Generators tend to spawn in loops, thus, TVs will tend to spawn in loops. The only things that interfere with gen spawns is the Canker, so for the most part, long term players can determine where the TVs will spawn with a very small margin of error, barring insanely weird generations. A TV will always spawn in one of two main building areas (unless it is a small main building, like Sanctum, or Blood Lodge, which has the same main building spawn every single time), if a gen spawns in shack, the TV is opposite the lockers, Father Campbell's low walled loops spawn it on the inside of the wall while Macmillan's high walled loops spawn it on the outside, etc etc etc. It's like Springtrap doors, and I have never heard anyone say they lost due to bad door RNG.

    I think you and I have wildly different ideas of what counterplay counts as, especially when M1 killers come to mind. The killers you have listed are all M2 killers, and 3 of the killers you mention have the counterplay of "look at the killer while being chased," while Knight's kit actively dissuades you from attempting to go for pincer attacks, with the decreased Hunt timer, the hit a guard to unsummon him mechanic and the hit a survivor to end the Hunt mechanic, and 2 out of the three guards not being suitable for pincer attacks. Yes, landing a pincer is a fast down, but messing up a pincer attack loses you a immense amount of pressure, while using the guards properly will allow you to pressure multiple people from a distance, rapidly set up dead zones, and herd injured survivors to unsafe locations.

    With M1 killers, counterplay is always going to be different. Unlike M2 killers, where the counterplay is for avoiding the hits as much as possible, M1 killer counterplay is to limit how much the power can actually be used. With Michael, you hide as much of your body as possible to avoid getting in his LoS for stalk. For Pig, avoiding popping gens until threats arise to allow players to remove the mask before the timer starts is the way to go. Ghostface has the wonky reveal, all three trap killers let you remove the trap in some way, and currently, Sadako's biggest counterplay is a tape jockey. My personal opinion is that M1 killer counterplay should not be like this, which leads to the Sadako counterplay listed in the post, in which players can still remove Condemned but without the ability to remove her power entirely, or leave the TVs on as long as possible to prevent her from teleporting to key areas, such as preventing her from teleporting to the loop she's already in to stack Condemn or to gens that you want to rush at with something like Potential Energy, while a teammate moves her away from the gen.

    My suggestion is not to re-add the tape timer, but to add, in a weird sort of way, anti-loop to Sadako's kit. She already has ways to avoid bodyblocking and stuns, and this would stop survivors from Shift+W from loop to loop due to the risk of her mori. Its just a bonus that it also adds passive slowdown and active decision making to survivors.

  • In a attempt to get this thread back onto the topic of Clown, I will now put on a hat that says "I've never played Killer" and attempt to evoke a player like that.

    klowm badde

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986534#Comment_3986534

    tell that to my college.

    Got flagged four times this semester for AI use.

    I assume you aren't actually using AI, yeah? Just based on the way I've run into your posts here, I'm honestly surprised you've gotten 4 flags!

    @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986534#Comment_3986534

    No im saying OpenAI is watermarking their AI content with their own watermark that companies,users can identify and it cant be bypassed unless you somehow make your own AI without watermark

    Generally it was added to put a stop to this exact issues we have right now where users use it to be lazy, the tool was meant to be a helping guidance tool to see wider picture and not to replace the human imagination.

    Ahhh, okay, makes sense that its OpenAI watermarking. I was thinking of it as a whole, as I know ChatGPT and Gemini do not do anything of the sort, which is almost certainly why we see way more of those sorts of things than OpenAI posts.

  • @ReverseVelocity said:

    I've noticed a recent uptick in forum threads that are very clearly written by ChatGPT or a similar LLM. These posts are often weirdly worded/formatted and full of misinformation.

    This should be a place where people discuss their own opinions, not asking a computer to spit out an opinion for them, and then copypasting it into a thread. Allowing these kinds of posts undermines the integrity of discussion, and is a net negative on the forums as a whole.

    I am wary about this simply because people will use this reasoning to report posts they don't like, and without the obvious tells (see the discussion in the AI thread about the various obvious tells) it is harder to identify right off the bat if it really is or isn't.

    @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/454301/can-we-get-a-ban-on-posts-made-with-genai

    Also! Good news is now u can copy paste these posts into a online verifier to check a watermark for any signs of AI.

    There are hidden symbols in between letters

    This... literally isn't true, and you should never use those AI checker things because they are just as prone to hallucinating as the actual AI are - because they're the same things. It's similar to how you shouldn't use Nightshade/Glaze, as its also just a AI image generator, but with all functions besides img2img turned off.

  • Only if these prerequisites are met:

    • Has to be Strahd
    • New map based on the Curse of Strahd maps
    • releases in 2v8 immediately with Vecna, Dracula, and Pyramid Head to do battle of the vampires
  • Ending bloodlust for a whiffed M1 is a very bad idea. Stuns I can agree with, with the added note of "Enduring should let you keep BL on stun," but whiffed M1s ending BL hurts M1 killers and benefits M2 killers.

  • I feel like there's another option for Sadako, which is having the TVs start turned off, and when she TPs to them, they turn on and load a tape into them. Being near a TV when it turns on adds a stack of Condemned, but you can't take a tape out of a TV that's never been turned on, so you do need to still be near a TV at some point. Taking a tape out or putting a tape in turns the TV off and removes Condemn as always; TVs probably also turn off automatically on a 30-45 second cooldown as well.

    This would result in slightly different counterplay - to avoid Sadako teleporting in front of you and stacking condemn, you have to stay in loops with on TVs. However, TVs are still a core mechanic you cannot ignore, with the caveat that interacting with them may still result in someone else's death.

    While this would remove some of Sadako's stealth elements, it does turn her into a incredibly good control killer, allowing her the ability to force passive slowdown by teleporting near gens much like Springtrap can, while also making it difficult to run away from gens that have progress (since, if you want to avoid stacks, you need to stay near that TV).

    Addons that would be changed:

    • Cabin Sign and Well Stone would decrease the time TVs are on for, allowing Sadako to teleport to them again.
    • Make the loud noise notif from Mother's Comb basekit, and rework this addon.
    • Move Tape Editing Deck's effect over to Iridescent Videotape, sans aura reading, and rework this addon.
    • Iridescent Videotape, on top of now having Deck's effect, also makes a survivor exposed for 12 seconds after putting a tape into a TV.
    • VCR gives Hindered to survivors who place tapes into TVs. This could be given to Telephone with a rework to VCR, but considering this rework touches nothing about Sadako's Manifest power, I want to maintain those addons.

    @MechWarrior3 , since you're a well known Sadako main, does this idea pass your sniff test?

  • @DPootis said:

    ZERO reason a survivor should be able to basically instantly pick themselves up, get endurance, and buy an extra 30 seconds (if not more for their team). It's fundamentally a terrible design and should be removed and changed to something completely different, I don't get how yall are so incompetent.

    Endurance comes from a seperate perk, Soul Guard. If you don't own it, you'll just go down again.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986470#Comment_3986470

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986476#Comment_3986476

    It also has that formatting AI tends to throw out with the title points in a larger font that most people don't take the time to type and roughly equal amount of words dedicated to each of the points.

    It also has the distant voice AI tends to use instead of sounding like someone who played the game, for example typing things like 'players' instead 'I've heard' or 'according to' or 'I frequently experience'.

    ChatGPT also loves bold text, which is all over the original post, even in areas that don't need stress.

  • @Khastrx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986473#Comment_3986473

    Plague still needs to find people and she does not have mobility, there is a big difference.

    She doesn't! She can puke on gens and infect people that way. She could even go so far as to get down to one clean pool and camp it once a majority of survivors are infected, as unhooking a infected survivor or working on a gen with them infects you, since she doesn't have to be the only person chasing survivors.

  • @GentlemanFridge said:

    A few things.

    Shareable perks have been a thing since launch. Survivor choice has always mattered mattered very little once their teachables were unlocked. This was intentional by the devs. And there were cosmetics. Not many, but there were.

    And by golly there were shortcuts back then. Mori's working from the first down, and later the first hook. BNP's instantly completing generators, actual infinites. If anything, the game didn't revolve around skill back then. It revolved around fun.

    The entirety of point 3 is flatly wrong. 2v8 gained popularity because of the novelty of playing with 2 killers and 8 survivors. If anything, the mode is less skill-based, because your individual performance isn't quite as important. It'd be far more accurate to make this point about Chaos Shuffle. Survivors are hardly "stripped-down" in 2v8.

    Cosmetics being the main drive of revenue is a given for any live service game. You're right in that it feels like that it feels like montesation took priority over maintaining a fun, healthy game, though.

    also… was this written by an AI?

    Yes, it was written by AI. You can tell by the fact that it believes Blendette never existed, sharing perks was added later on, maps being included in DLC packs, counting the various multipacks and chapters together to get the DLC count, and that infinites took skill, on top of the numbered approach to paragraphs. It also seems to have anti-Otz in the prompt, when Tru3 complains equally if not more.

  • Both of these are autopilot!!! She doesn't even need to hit players if she's added to 2v8, just puke on gens and vaults!

  • @Hannacia said:

    Someone said 1v4 is not working eather not sure if this is true. Maybe behaviour should start thinking of adding more servers.

    1v4 is not working too, just tested.

  • @crogers271 said:

    Wasn't this about the same time it went down yesterday?

    Down for me as well, playing on Steam, US West.

    I believe so, yes. Playing on Steam, NA East.

  • Yes, it's down again.

  • @thrawn3054 said:

    Doesn't turning crossplay off also shut off match making incentives?

    Yes.

  • @francesinhalover said:

    So like we need to wait 1 year for this awfull patch to be fixed or what? From what i see we are wasting time on fog vials for some reason. Maybe also delete or fix the joke of a new map that has the easiest 3gens ever?

    I get it you preffer killers to survivor, but the game just feels really bad atm to play.

    breakin it dooooown

    Michonne's VA will likely need to re-record due to the quality of her voice lines (namely the hook one and the coughing sounds), so that may take some time.

    Conviction doesn't need a nerf, it needs a bug fix. Once you can stop triggering it easily by healing yourself, you can stop being scared of it.

    Ghoul will only get minor nerfs, and the more you ask for it, the longer it'll take. They got a lot of flak for what they did to SM, Chucky, and PTB Xeno, and realized a lot of people will still complain and DC even if they fix every issue with a killer minus their bad reputation, so crying "ghoul nerf!!!" over and over will get you ignored. Want to submit feedback? Do it on the proper subforum with genuine suggestions on how to fix his pain points without losing his identity.

    Clown changes are getting tested next PTB.

    They are wasting resources by nerfing Fog Vials so heavily. The proper way to have done it is to fix the bugs, but this may take some time. My theory is that the Fog Vial nerf happened as it is for two reasons: 1. to have less publicized bugs involving the Fog Vials while they fix things and 2. to get a bunch of feedback about what the players want Fog Vials to be.

    The easiest 3 gens in the game are triplestreet on Haddonfield, the bugged house 3 gen on Badham, Library + main on RPD, tower on Forgotten Ruins, and tripleshack on Pizzeria. Dead Dawg's 2 sets of 3 gens are honorable mentions, but since they're so iconic and easy to tear up at the start of the game, they're not as good as they once were. The only way you lose triplestreet is if you have no hooks before the final gen.

  • Muting the player defeats the point of having the VC function, as I am not going to turn the dude who is calling my SWF-mates slurs over a gay charm or a uwu username back on just in case he has some information about the killer's location. If it becomes a proximity chat VC function, that is worse, because now I can spend the entire match chasing you around and screaming at the top of my lungs so the killer knows where you're at at all times!

  • @tes said:

    That’s like every post about him every day on this forum. With absolutely same content and comments….

    Devs told their plans on him was postponed on 2026. We can’t change this, we barely managed force them to postpone new license for bug fix.

    He is not on highest pick rate anymore. We need to wait for his rework

    Nothing in his kit needs a rework. Having a high kill rate doesn't get you reworked, and he doesn't struggle to get kills due to him having a nearly useless power, like old Freddy had, or like what Sadako and Skull Merchant have now. He's not immensely slow like other low kill rate killers like Hag or Michael. Everything in his kit is clearly explained besides his ability to vault using you as a anchor, and all of these (INCLUDING the vault) have easy counterplay to them. There are THREE killers lined up for reworks right now who have no power to speak of, or struggle to get meaningful kills with said power.

  • They haven't gutted a killer over survivor backlash since 8.3.0. They did attempt to adjust Xenomorph to provide clearer counterplay to their abilities, but after the immense feedback from both sides, they've stuck to either buffing killers (Clown, Pyramid Head, Vecna) or making small tweaks to see if it feels better (Knight, Artist, Pig, Legion) and adjusting it with feedback before it goes live. Xeno's changes at live went over well, as did Pyramid Head's and Vecna's - Clown is the oddity of that bunch, and the small tweak group go 50/50.

    Survivors also have a odd pushback against any killer that's been widely hated at some point, regardless of if their power was related… people still DC against a neutered Trickster. They've taken that into account, clearly, which is why things like Knight, Twins, Singularity, Nurse, and Blight are left alone.

    All this to say, if you keep begging for it, it won't happen. Focus your attention on learning how to outplay the stuff that'll still be in his kit when the tentacle bugs get fixed.

  • @lilmisschiff said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453850/dead-by-daylight-quality-of-life-initiative-updated-roadmap

    I noticed that there is no direct mention of Skull Merchant in this roadmap. Is that because she will not be receiving changes during the period the roadmap encompassess, or because she was just not mentioned?

    I believe the Reddit AMA stated Skull Merchant (and Trickster) had her rework lined up for early 2026.

  • @Mandy said:

    What platform are you on?

    We appear to all be on PC, as far as I am aware, based on my own experience with @gerolau , Emeal's comment in this thread (quoted below), and these bug report threads.

    @Emeal said:

    Steam is also down, could be related.

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