Avatar

A_T_E

A_T_E

About

Username
A_T_E
Joined
Visits
0
Last Active
—

Comments

  • @blkhat said:

    • When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.
      • This is disabled once all generators are completed.
    • Unhooked Survivors gain the following effects for a limited time:
      • Haste, Endurance, and Elusive (see below) status effects.
      • No collision with other players (both Killer and Survivor).
      • Immunity to Killer Instinct and sees the Killer’s aura nearby.
      • These effects are lost when the affected Survivor perform a Conspicuous Action.
      • All these effects (except Haste and Endurance) are disabled once all generators are completed.
    • Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.
    • After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits:
      • Bonus damage for the next generator kick.
      • Temporary Haste status effect.
      • Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.
      • These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.
      • These effects are disabled once all generators are completed.
    • 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.
    • Added the option to enable or disable these new mechanics in Custom Games.
    • Updated several Survivor and Killer perks to account for these changes.

    DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.

    The intention here is for both roles to feel the benefits and incentives that come from spreading hook states. On the one end, Survivors have better opportunities to evade and reset after unhooks, while also limiting those tough situations where losing a Survivor too quickly causes things to go south quickly and snowball. On the other end, Killers are able to apply more map pressure to push back against efficient teams, covering ground post-hook and strengthening gen regression.

    If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.

    Holy #########, what are they thinking. "new effects that disincentivize tunneling", more like "new effects that disincentivize playing Killer", whew…

    Like @TheSingleQuentinMain already said, this is huge detriment to trap Killers, but I can also see it be a drastic disadvantage to Killers like:

    • Deathslinger:

    The previously hooked Victim just bodyblocks for whoever is caught with his gun. He'll be forced to hit the bodyblocker, but can't persue the hit Victim, else he'll get penalized, and the caught Victim can just run away, no problem (before anybody gets clever on me here, I'm talking about the period AFTER the no collision expires).

    • Knight:

    The previously hooked Victim can now soak the Knight's guards, even if the Victim is downed, it's no risk, as the Killer cannot hook them without getting penalized.

    • Houndmaster

    The previously hooked Victim can now tank the hound, much like the Knight's guards, no risk if downed.

    • Animatronic

    The previously hooked Victim can now stand at any security door without any risk of getting hooked, even if caught, as hooking will once again mean a penalty.

    This is not to mention the potential of just simply bodyblocking any Killer, as long as you're the previously hooked Victim.

    I see huge potential for No Mither builds seeing play here, since there won't be any risk to being already injured, and you can just get yourself up again to tank another hit.

  • @Deathstroke said:

    I say don't open, dead inside is by far hardest achiement in the game. I have tried last few weeks to get it. But the map is super mega rare. I brought map offering there 50 times and only once I actually got the map... 2 times I got the map without offering. So out of almost 100 games 3 times I have played there and every time the killer just camped the gen and played as toxic as possible. Their only goal when this map is to stop you from getting the achiement.

    This achiement might take years and the map is also mega killer sided. Makes me log out of the game now. That's better than going to killer as I would play definetely toxic when frustated.

    RPD achiement is peace of cake compared to this one took me few days to get it. Recently has escaped from there multiple times as well. Even with map offering nerfs it's very attainable just need bit of work unlike walking dead achiement which is purely luck.

    lol, no.

    The Vecna achievement "Hand/Eye Coordination" is way harder.

  • @sizzlingmario4 said:

    Once there are only 2 survivors left you regain the ability to attempt 4% even without a luck modifier.

    (And starting next patch once there are only 2 survivors left you will also regain the ability to miss 2 skill checks to die instantly)

    Oh, I need to keep up to date with these things, clearly.

  • @LordGlint said:

    Thats still a thing for when 2 ppl are left.

    Oh, so when there's just 2 left, the hooked person can attempt unhooks?

    I must've missed that in the patch notes.

    Thanks. 👍️

  • A bit frustrated, honestly.

    I didn't get the 'Outbreak Breakout' and 'Hack the Mainframe' achievements, before the change, now it'll be even harder. 😩

  • @IlliterateGenocide said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930801#Comment_3930801

    i think how it used to work

    3 gens done if 2 surviors are alive 2 dead. hatch spawns they can both escape

    4 gens done 3 can escape 1 dead hatch spawns

    and all 5 i believe all them can escape with hatch

    dark mr.incredible.jpg
  • @nepmister said:

    I just had a game where hatch had opened with one survivor on hook and the other running around, is this a potential bug due to the 2v8 and the spaghetti code broke or did dbd push out a new feature?

    https://us.v-cdn.net/6030815/uploads/A51AM3680BMI/dbd.jpg

    Goodness, that would be a worrisome change, if that was truly implemented.

    @Shroompy said:

    Dead in 2021

    Born in 2025

    Welcome back 4 man hatch escapes

    Wait, it used to be a thing? 4 man hatch escapes? #########?

  • @Arbmos1998 said:

    "Him with Legion is the reason why killer queues takes forever"
    Yes thats why every version of 2v8 so far Killer queues have been upwards of 15+ mins

    He was so frustrating, that he warped space and time to also impact the queue times of previous 2v8, before he was even implemented. 😩

  • @EliskaMM said:

    https://us.v-cdn.net/6030815/uploads/RORRJW94AJ0F/image.png

    Idk, maybe it is just me, but idk why should I try to throw the game for a playstyle I don't play, just to get 10K and 75 fragments? It is not even a milestone, but rift pass quest..
    Not like it is already hard enough to blind the killer but now I have to do it while they carry survivor.. Or being forced to play killer..
    I understand that streamers and content creators live inside your game and have time get to the end of the rift easily, but normal ppl have jobs, I don't have 8hrs a day to sit and play.
    Not to mention that the overhaul of the tomes were supposed to be for making it less game invasive aka not forcing certain gameplay..

    I feel the same way about some other quests, but I figured I'd just not focus on them.

    If I get a grab while playing Killer, great, but I'm not gonna focus on trying to get it. That way I have more fun.

  • @serious said:

    No matter how many generators I repair or how long I survive chases,
    I can only earn up to 10,000 Bloodpoints per category.

    Therefore, I propose adding a fifth scoring category.
    Any Bloodpoints that exceed 10,000 in each existing category will overflow into this new fifth category.

    This means if I repair many generators, I can earn up to 20,000 Bloodpoints.
    And if I endure long chases, I can also accumulate up to 20,000 Bloodpoints.

    Therefore, the maximum amount of Bloodpoints that can be earned in a single match will increase from 40,000 to 50,000.

    Sure, perhaps it could be called "Excellence".

  • @thrive2survive said:

    I dislike them as well. The problem is..this one minor change that should take about 2 seconds will take about 2 months as they have to scroll through the very poorly thought out game code and find the specific instance where the bubble pops up and then create a function where players can turn it on and off. Then when it gets implemented, the following bugs will happen because of simply messing with said poorly written code:

    • The Trappers traps will float off the ground higher than they ever have AND glow white at all times even for Survivors so they can be easily spotted.
    • Wraith won't be able to uncloak.
    • Hillbillys chainsaw sprint won't end
    • Oni, Blight, Wesker, Nurse, and Nemesis again will get kill switched for one reason or another.
    • Survivors are all bald.
    • The UI colors become inverted everywhere in game.
    • Totems don't spawn.
    • Deathslinger quick ADS will return but nobody can complain due to the endless EAC errors not allowing the majority to launch the game.
    • The RE maps recombine into one giant map again.
    • And moonlight offerings return out of nowhere.

    All because we wanted them to fix Generator bubbles. Quite a hefty price to pay. There's another 6 months of bug fixes right there.

    Survivors are all bald

    I'm okay with this. 🤣

  • @CautionaryMary said:

    Over the years, certain offerings in Dead by Daylight have lost their impact -- or outright become redundant due to game updates. Many of these changes have made previously useful offerings feel like wasted slots. As I explain here:

    - Fog Offerings: Once used to manipulate map visibility, these no longer stack and have minimal effect, making them an outdated mechanic that serves little gameplay purpose. With the absence of the fog outright, you could argue that these offerings should be retired.

    - Hook Spacing Offerings - Petrified Oak/Mouldy Oak: These offerings no longer stack, meaning killers and survivors can't meaningfully alter hook distribution anymore. This limits strategic hook manipulation and reduces their usefulness, warranting another offering to be retired or tweaked.

    - Map Offerings / Sac Ward: With a *flat 20% chance* instead of heavy influence over map selection, these offerings are much weaker than before. Since players can't strongly dictate where they play, Sacrificial Wards (which block maps) have also lost effectiveness.

    - Shroud Offerings (Shroud of Union & Separation): The upcoming update that makes survivors spawn closer by default makes these even *more redundant*. Separation should favor survivors, and Union should favor killers -- but they tend to work in reverse and soon won’t even be necessary, causing another offering to be even more useless. Shroud of Union should be retired and Shroud of Separation should be swapped to the survivor side. If not this change, retire both.

    At this point, many of these offerings are just taking up unnecessary space in the Bloodweb. Players rarely pick them, and those that do quickly realize their impact is negligible. If offerings can’t stack, influence matches meaningfully, or serve a unique function, why keep them around?

    With offerings losing stackability, control, and direct impact, do they even have a place in Dead by Daylight anymore? Should Behavior remove them entirely or rework them to be relevant again?

    Losing stackability

    I have a great idea for the changes to these offerings you mention.

    Let Victims see each other's selected offerings in the pre-game lobby.

    (Hell, Victims should be able to see each other's selected perks, too, to prevent overlap of non-stacking perks, but one thing at a time here.)

    If Victims could see each other's offerings in the pre-game lobby, it means they could better coordinate offerings, so 2-3 don't bring Petrified Oak, but instead one brings fog, another oak, while the third and fourth bring a different map offering each (just a scenario off the top of my head).

  • @SkeletalElite said:

    With the item rarity color changes, event offerings were moved to a rarity class that costs 5000 bloodpoints, aka the same as iri items/addons. This is terrible and should be reverted before the anniversary. under the old sytem they only cost 2000 BP, there was no reason to increase the cost of event items by 2.5x.

    Did they give a reasoning for it?
    If not, my immediate thought would be because it lowers the priority of event offerings in the auto-complete feature of the Bloodweb.

    It will attempt to take other, lower BP cost items first, before taking more expensive items, meaning event offerings at MAX BP cost will have the least priority, along with non-event Iri items.

    I would imagine this was in response to some complaints that have floated around, about an overabbundance of event offerings (bloodshot eye comes to mind).

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927290#Comment_3927290

    the difference in this case, is that survivors can do nothing about the being in dying state, however the killer can do a lot to force survivors out of the match.

    That's not entirely true.
    The abandon feature becomes available to Victims when all are simultaneously downed, but it doesn't take into account perks that let you get back up.

    I have seen other Victims get up, despite two of them having already DC'ed from abandon, and I myself can attest to using Unbreakable to get up, after all my other three Victims were downed or hooked.

    The abandon feature should perhaps take this into account, and not become available before there is absolutely no avenue for escape, aka Unbreakable has been used, No Mither isn't available, there's no Boon: Exponential.

  • @coco_shotz said:

    You do have the power to force start the endgame timer, but I do agree that there should be an abandon option since too many survivors do stay at the gate. The only time I find that appropriate is when the killer was playing scummy but even then I won't hang around if it's deathslinger

    Deathslinger.jpg

    What's wrong? You don't feel like t-bagging ol' Deathslinger?!

  • @Roco45 said:

    The Killer is atrocious to play against and beyond broken, the literal definition of pay to win. He should have never been released like this and should be removed until they can properly rework him, the current nerfs have done nothing. Honestly how embarrassing for BHVR to release a Killer like this and his addons as well.

    Either his insta aimbot low effort no skill first hit needs to be removed and have it be something that doesn't take a health state once mended so that the dude has to commit to a chase or the rest of his kit needs to be gutted. You can't have a Killer with ultra mobility also have a power that takes a health state with such ease because he looked at you from across the map. He's absolutely not fun to play against.

    Did you copy-paste this from somewhere?

    I feel like I've seen the exact thread somewhere else already.

  • I wouldn't mind that, but do you think BHVR would do that? I doubt it.

  • @IndigoA said:

    Currently, scratched Myers is a viable build if the map is indoor (RPD, Midwich, Lerys, Hawkins, Gideon), but outside of these maps he is useless and will probably not even get one hook.

    This is currently not a problem as the killer can bring a map offering and hope there’s no ward, however once the map offering is nerfed, scratched Myers becomes obselete.

    Solution: Increase the base speed of scratched mirror Myers to 110% so he is viable on all maps and isn’t map offering dependant.

    Similarly, Trapper will have a hard time when unable to map offer onto Léry's Memorial Institute, Midwich, or Hawkins.
    The way Trapper works as is, he is at a significant disadvantage when he can't place traps that cannot just be walked around, which is often the case on any other map with wide environments.

  • @vol4r said:

    I believe it's a better idea than making them 20% chance.

    Map offerings bring so much bad manners, anger.

    Nobody wants to be sent to a specific map, on any side.

    Also, we would have a better chance to get our lovely bloody party streamers, green envelopes, 100% category offerings.

    How am I supposed to get map-specific achievements without map offerings?

    Cross my fingers I get the one map I need, out of a pool of 40+ different maps?

    Because that's how many maps there are now. Some map offerings realms share many different maps in one, like the MacMillan's Phalanx Bone have 5 maps under it, so even if I am sent to the MacMillan Estate realm, there's only a 20% chance I'll get the specific map I need.

  • I like most of it, you really seem to have put some thought into it.

    Primrose (Altruism):

    You start the Trial Injured, and with the Broken status effect for 10 seconds. Secret

    10 seconds sounds a bit short. Most Killers won't ever even reach a Victim before those 10 seconds are up, let alone see them. It should probably be more like 1 minute.

    Bog Laurel (Objectives):

    Common downside: Start the Trial with your Perks at Tier 1 effectivness. Contributing a total of 75% of a Generator's worth of repair progress restores a tier to all of your Perks. Secret.

    75% seems a bit steep. 60% might make more sense, when compared to the Killer version of said offering, 1 hook isn't very hard to accomplish, 2 hooks for full tier-3 perks again still easy.

    So having to repair 120% of gens to get full perks makes sense to me, perhaps even less (110%), but more than just 50% for a total of 100%, so you can't just get full perks back from repairing one generator alone.

    Raven (Deviousness):

    Common downside: This Offering disables itself if you used any Addons with a rarity higher than Common. Secret

    Amaranth (Survival):

    Common downside: This Addon disables itself if you bring an Item to the Trial. Secret

    Not bringing addons (for Killers) or items (for Victims) seems counterproductive, when one of your main arguments for making the offerings more viable for use, is that it's hard to use them all up. You would just be trading using a trash offering for the addons/items, and then you just end up with more of the other latter. In other words, I don't think people should be disincentivized from going full-kit.

    An alternative change, at least for Victims, could be for the bonus objective to call for the person to fully-deplete the item they brought with them. Killer would need another approach, as addons can't be depleted. Perhaps something along the lines of "use your Killer power X times" or something.

    Mouldy Oak (Uncommon):

    Reduces the spawn distance between Hooks by -1.5m, and negates the effect of any other Offerings that change hook spawn distance.

    This seems a little unfair, as it would just make it so the Killer could affect hook distance. I think it would make more sense to just have it negate hook distance offerings, but then make it available for Victims, too. Akin to Sacrificial Ward and map offerings.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922028#Comment_3922028

    It would be a nice buff if it would NOT guarantee dull key. That way it's actually quite a meaningful buff. And considering how slugging for 4K is common these days, I think it would be still acceptable and not OP

    Yeah, it would only really make sense to give a key that's useful.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922021#Comment_3922021

    I wonder if that could be considered buff or nerf actually. Given OP's request, I'd especially consider it nerf for keys (provided dull key stays the same useless thing it is right now), but even (green) map is still considered really bad item.

    I do acknowledge, that there are people that like to collect stuff and having perk for it might make sense from enjoyment's point of view. But guaranteeing 2nd worst item from chest (when looting chest is already helping killer 90% of time - a rare exception when you absolutely need to solo heal with medkit (or find strong key) say in EGC when killer is guarding both gates close to each other and hatch is already closed) as a buff is… Still not a buff objectively.

    If Visionary could be considered as the map guarantee perk, perhaps Left Behind could be the key guarantee perk.
    Same effect as before, but with added "rummage to find key".
    Because who uses Left Behind these days anyways, might as well buff that a little, too.

  • @EgyptianBoss said:

    Tell me why it is not a good idea to add a trade in system for items and add-ons? It could be item for item such as 3 brown items for another brown items such as 3 brown tool boxes is equal to one brown med kit and vice versa with the same thing at higher rarities. Then for a trade up it could be 5 of one item is equal to one of the same item of a higher rarity so 5 brown toolboxes is one yellow tool box, 5 yellow is one green, etc. With the higher number to trade in and up would prevent it from being over powered but also i have over 1000 brown med kits and tool boxes which would equate to 200 yellow or 50 green of the same item which I don't think is unfair as a brown item is 2000 blood points where as a yellow, which would take 5 brown, is 2500 blood points, but for 5 brown items would make it cost 10000 blood points which in turn makes it much more valuable and not busted. I feel this is a good idea that can be implemented and no, this is not the first time I suggested this and it will not be the last.

    I've thought of something along those lines myself.
    Not trade in, but rather selling.
    You get 1/10th the value of the item in BP, which isn't much, but it would mean I could get rid of the hundreds of Murky Reagents, Scratched/Cut Coins on my Killers.
    It wouldn't be much BP at the end of the day, but better than collecting metaphorical dust in my inventory.

  • @Neaxolotl said:

    Honestly It's rather ridiculous this game forces killers to hear footsteps and breaths and repair noise which is so small and makes people to up the volume, all while keeping every ######### sounds super loud (especially explosions), almost as if game want to destroy your hearing capability

    Gaming industry in general really should stop relying on sounds unless it's absolute necessary, and even then people will abuse equalizer/tuned speakers to gain advantages anyways

    Gaming industry in general really should stop relying on sounds

    That's a bit of a broad statement, wouldn't you say?

  • @Aven_Fallen said:

    No. And this is why I dont bother with recording anymore if I find a cheater. One clear cheater was not banned from what I have seen and since then I just dont bother anymore. (The person was speedhacking, the Killer could not catch up at all. They were also wallhacking, perfectly mirroring the movement of the Killer. And when the second to last Survivor bled out, they bee-lined to the Hatch… It was super clear, yet nobody did anything to that Cheater for months. I know they ban in waves, but those waves should not be months apart from each other…)

    I report them ingame, but I wont open OBS, upload the video to Youtube, send the Link with Description. There should be match-recordings and replays anyway. They would provide so much value - seeing your own gameplay. Content Creation. And of course having an easier way to report Cheaters.

    Unfortunately, it's been made clear that it's necessary to record and report it on the forums here, else they literally don't do anything about an in-game report.
    It would be nice if they could report every match, but I have a feeling it's an area BHVR considers too costly to invest in (you'd need the space to store all these recorded matches somewhere, and data space costs money, especially when you consider the undoubtedly large amount of data thousands and thousands of matches EACH DAY would accumulate).

  • @ChrissyG88 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921785#Comment_3921785

    This isn't just a useless perk, it is a compromising perk where it is actually better to not have it. There is no killer perk that is like this.

    I wish to not get Unforseen or Tinkerer as Legion in Chaos Shuffle, because they mess with his ability to Feral Frenzy.
    As unfortunate as it is, when I do get something like that, it's just bad RNG and I most likely don't get it next round.

    As for No Mither while playing Victim, the chances of getting it more than once in a dozen games are rather slim, so making devs spend time removing it from the perk pool seems like a waste of time.

  • @LordGlint said:

    I know alot of times when I see something like a Badham map offering with basement offering, I just KNOW it's going to be a frustrating match. Same is true for red moris (not AS bad now days). There's just some offerings that make someone groan when they see the offerings screen because you just KNOW the upcoming match is gonna be a sweaty one.

    That being said... do you think Sacrificial ward is on this list? When you see one, do you assume it's gonna be a sweaty match? Just had someone DC loading in and was wondering if maybe my Sac Ward got someone to quickly alt+f4, even though there wasn't even a map offering.

    I generally don't mind, but when I'm trying to use a map offering to get a specific map for an achievement, and another Victim plays Sacrifial Ward, it can get frustrating.

    Getting 'Shelter Woods' is hard enough as is, because the same offering is shared with 4 other maps, without having my map offering completely nullified.

  • @I_Cant_Loop said:

    The people who complain about the DC penalty are the reason the DC penalty needs to be in place

    Exactly, every time, it's like @Ryuhi said:

    "The DC penalty wouldn't be 30 minutes for a one off DC. Kinda comes off as an excuse in this case."


    Every time one of these "DC penalty bad" threads come up, they always accidentally give away that they're perpetual disconnectors, by saying they reached some amount of time that wouldn't happen from one or two DC's.


    Bonus points, if they also try to use the excuse for "my Internet is bad, so I naturally DC" or some other weak argument.

  • @ChrisTheGreat said:

    I think we can all agree we've been kept waiting in a lobby while someone is changing cosmetics, or doing their bloodweb, or maybe even going to the loo.

    We all understand the call of the loo, and forgive it, as we too are guilty of that.

    But if someone is doing their bloodweb, then I call selfishness. I call entitlement. I call rudeness!

    And thus I also call for change.

    As opposed to offering the stick in this case, I think offering the carrot would bring far greater change.

    Add to the lobby timer a percentage value.

    At 1 minute, it might be 20% for example. While at the 15 second cut off point, it would be zero.

    The percentage value at which a person clicks ready could be added to their bloodpoints.

    In this example, if you click ready at 1 minute, and score 10,000 bloodpoints, then you get the bonus 2,000 bloodpoint reward.

    If you let the timer run out, then you get 0.

    If you cl8ck at some other point, you get the value equivalent to the timer, as it too counts down.

    I thank you, and you're welcome.

    It's 1 minute. 60 seconds. Just be more patient, my guy.

  • Another example of "don't fix what ain't broken"

  • @Kleine_Klompje said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914536#Comment_3914536

    Then why are they playing survivor when they do this? It doesn't make sense.

    I didn't play a single game of Victim in my first few months of playing DBD, until I found out there's a once-per-day EXP incentive to do so.

    Now I play Victim once per day, and occasionally when there's something ridiculous like 100%+ BP bonus for Victims.
    Perhaps this is the same reason they play Victim, because they want EXP or easy BP.

  • @AngelOfHope2017 said:

    Solution: Hook survivors instead of slugging. I don't mean this in a rude or disrespectful way. However, if I can win killer games without slugging (as a survivor main), I am positive you (as a killer main) can win games without slugging. I believe in you!

    What does hooking have to do with this?
    If all Victims are downed, hooked, or a mix thereof, they can abandon the match.

  • @AngelOfHope2017 said:

    I think there should be a disconnection penalty for all abandon situations. However, I understand why the abandon system is in place. There are killers who are not yet skilled enough to win games without slugging. This is to prevent slugging all 4 players to win. This change needed to happen. It will also force those less skilled killers to learn how to win without slugging.

    Maybe the solution is that if a player abandons, that they are not "gone", instead they are replaced with a bot that is in the same state they were when they left?

    Everybody getting slugged isn't necessarily the Killer's fault.
    I've had at least two games recently, where every Victim kept coming at me to flashlight/pallet save somebody I had downed, only to get downed themselves, until suddenly everybody was on the ground.

    I hope we can agree that it makes perfect sense for a Killer to chase away another Victim with a flashlight, in order to prevent a flashlight save. If all the Victims are so dense that they end up all getting slugged without the Killer moving more than a tile away, there's a skill-issue on the Victim's side.

  • @AmpersandUnderscore said:

    Some killers are abusing the "abandon" feature to 3 gen again. So holding a 3 gen for only 10 minutes without a gen completing means they can press one button and the game makes it look like the survivors all die.

    It doesn't matter if the devs call this "draw" or "loss", these are people who only care about being the pOwEr RoLe.

    The only way to even try to avoid someone doing this from the start of the game is to break the 3 gen immediately. And Deja Vu shows you where it is first thing.

    Killers leaving due to no gens being completed in 10 mins, equals a loss to the Killer.

  • @turksmall236 said:

    It's been almost 1 year since Lara released, she had a rift outfit, but other than that, she hasn't received anything new ever since.

    BHVR doesn't seem to make many cosmetics for paid characters, compared to OC ones.

    It's probably got something to do with license issues. Just taking a wild guess here, but I imagine it means they'd have to pay more royalties to the owner of the IP, if they made new cosmetics for the character. Donno.

  • @Archael said:

    We wait for Mori animations shop

    Don't give them ideas.

  • I've noticed the same issue, they just changed around what category gets maxed now. Boldness before, now Survival.

    One suggestion I have, would be to make Hex Totems give Boldness, while unlit totems give Survival.

    And then increase Boldness gain, like you, OP, suggested. It doesn't make sense that dropping a pallet gives 200 points, while each good wiggle gives 100 each.

  • This is also the case with Trapper.

    Trapper's mori is very lackluster (just a bit of back-slashing on the ground), compared to something as spicy as Vecna's mori (summoning ethereal skeletons, that literally rip the skin and flesh off the Victim, leaving them a bloodied skeleton).

  • @SeriousRain said:

    Hello everyone, I would like to ask what is community opinion on latest killer before Ghoul comes out soon in just few days.

    As for me, I think she is fun and quite strong killer. Her perks are below avarage and situational. Do people still play her? For the past days I can't find match againts her.

    I find her unappealing, her perks and power are underwhelming, and since she was released I've had a single game against her (so I guess almost nobody plays her).
    In short, don't like her.

  • @LordGlint said:

    At first I figured it might be handy on killers like Bubba or Demo who's powers can quickly break pallets... until I learned it doesn't even work if the pallet is broken. When would this perk actually be useful?

    Yeah, they should really keep it as is. It was a very interesting, unique effect. No other perks recovery rate.

    It is my hope they'll see sense and not gut this excellent perk.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896400#Comment_3896400

    More specifically, Hex totems should be kept as they are, since they are an active killer perk.

    Dull totems on the other hand are neutral objectives, and preventing eventual hidden killer perks that activates on totems later in the game should be counted towards survival.

    Awh. I want them as they are. Have you seen them? They're like, skulls with sticks through or something. It's pretty bold to fiddle with them. 😧

  • @smurf said:

    Sounds like something that can become a new urban legend in the community. Like, on midnight of the thirteenth day of the third month, the essence of Dwight emerges from his locker for one hour to try to escape the entity's realm. If you're lucky, you can see him trying to escape.

    But yeah, @edgarpoop seems to have the likely answer :)

    I'm scared, don't let Dwight get me.

    Hold me. 😰

    Scared.jpg
  • @Sinndica said:

    Now I know this is never gonna be your typical horror game where it's so dark, scary, and full of jump scares. But I personally would like to be scared or at least a little more on edge when playing as a survivor. So I have some suggestions that I personally think would increase the scare factor of the game without destroying the whole point of the game.

    • Remove the all the offerings that affect the dark mist thickness and just make it permanently foggy - I have over 1,000+ hours and I've hardly seen anyone ever use them. So remove the offerings but make the dark mist effect just a part of the game.
    • Darken the Eerie Of Crows map - I feel like it's too bright of a map to feel any sort of tension from as a survivor. So I recommend just changing the lighting, so if you wanna keep some brightness but also make it scary I would change the lighting to something more around dusk.
    • Update some of the older killers mori's - I feel like the more horrifying the mori, the less likely someone is gonna wanna get mori'd by a killer, like at least show a wound where they got stabbed or slashed in the mori's. Plus the old killers (for example: the mori's of Trapper, Wraith, Hillbilly, etc. just need major help)
    • Update the weather effects - I feel like there needs to be more intense weather on some maps or just more weather in general, like some maps just have a light snow or rain. But like me personally I'd love to see blizzards on some snowy maps, hear thunder, see lightning on some rainy maps, like this stuff would add tension to the game as well as effect survivor visibility in a unique way rather than just using fog for everything.

    Anyways these are just some ideas and would love to hear your feedback on them BHVR, I wanna be scared lol!! 👻

    Agreed.

    You talk about lighting and weather, but I think the issue is the Terror Radius.

    I know it won't go away, because it's a balancing mechanic, but that'd be one way to make the game scary as #########. Victims get a buffer to the scare-factor of a Killer coming around the corner, when they know he's within a certain distance.

    The scariest matches I've had as Victim, was the matches with Killers using Undetectable perks (not just Wraith, who may be Undetectable while stealthed, but you can hear his growling and he has to ring the bell to attack you, meaning you won't really be surprised).

    Jumpscare Myers is probably the best example of a scary encounter. You think you're all good, but then he scoots around a corner and your heart skips a beat.

  • @THE_Crazy_Hyena said:

    I'll start with these suggestions to better spread BP gains across categories, since the new changes moves too much over to the survival category, and leaves the Boldness category with scraps.

    Screenshot of the PTB notes below:

    https://us.v-cdn.net/6030815/uploads/X4NP6TK5ZPRC/bp-category-changes.png

    My take on this would hopefully be a more even balance between the categories

    Actions that directly interacts with, or impacts the Killer in any way should award Boldness points.

    • Cleansing or blessing a Hex totem
    • Stunning the killer with a pallet
    • Chase time

    Actions that increase your own chance of survival should award Survival points.

    • Winning a chase (750 BP)
    • Pre-dropping a pallet to extend a chase
    • Cleansing or blessing a Dull totem

    Cleansing now awards Survival points

    Oof, yeah, I don't like that. I always grab totems, whenever I see them, because it's a nice little bit of BP, and I often don't necessarily fill out Boldness completely.
    Your change suggestions, to keep totems as they are, seem good to me. I'm okay with letting pre-drop pallets become Survival.

  • @amirfarokh said:

    hey guys i would like to know ur best builds on killers you play most nowadays

    i did my 50 win streak as ghosty with corrupt/deadlock/surge/coup

    i play myers with tomb + play with ur food/corrupt/bambooz/deadlock

    legion enduring/fury/corrupt/deadlock + red addone for smashin pallets

    the knight : corrupt/pain res/bbq/dead man switch

    singularity: corrupt/pain res/coup/no way out

    spirit: corrupt/deadlock/save the best/no way out

    please share your best builds for the killer u play most

    thank you

    Nurse:

    Addons - Heavy Panting, Plaid Flannel

    Perks - Predator, Nowhere to Hide, Lethal Persuer, Grim Embrace.

    After the change to Predator, it's a very nice perk for Nurse. If Victims manage to escape/make some distance, it's a good catch-up.

  • Death Note doesn't really seem to fit into the theme DBD has, with more active Killers, chases, and hooking.

  • @Linkdouken said:

    Just a rough Boon idea that popped into my head -

    How about a Boon perk that creates random occasional noise notifications for the killer in the boons range? Not excessive but every now and again with a skill check type RNG.

    That's not a terrible start to something we've seen little of so far. Diversion and Red Herring, as far as I'm aware, are the only perks so far to sort of throw a distraction/bait out there for the Killer.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439053/circle-of-healing-is-useless

    Here's the easiest fix, buff all boons a ton, to make them insanely powerful things that the Killer HAS to take time out to go hunt down but make Shattered Hope basekit.

    I wasn't onboard, until you mentioned basekit Shattered Hope. I've always wanted to smash some totems as Killer, but nobody in their right mind would bring Shattered Hope. If there's no boon totems, which is often the case, it's a dead perk slot.

  • @SoGo said:

    The Shrine is one of the features that can be used as an argument that the game is not P2W. And sure, it can give you licensed character's perks, but the odds are small.

    It can't keep up with the amount of perks in game.

    So, I'd change these things:

    1.) Remove all perks that belong to characters that are free for everyone.

    2.) Double the amount of perks available in the Shrine to 4 killer and 4 survivor perks.

    3.) Increase the bloodpoint reward for purchasing a maxed-out perk to 1 000 000 bloodpoints.

    4.) Make it so the price always stays at 2000 Iridescent shards, regardless of how many perk tiers you purchased.

    I love the first two suggestions in particular, but I'd be happy if we at the very least just got the first suggestion. I'm so tired of seeing basic, free character perks in the Shrine.

    God damn Territorial Imperative…

‹ 1 2 3 … 5