AhoyWolf
AhoyWolf
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- AhoyWolf
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It's so backwards that Chests have higher priorities than Killer powers, especially since most Survivors don't even care about Chests in the first place lmao.
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By rework they're most likely reworking his power completely again, so his add-ons aren't gonna be the same.
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@Chiky said:
Title. Bringing up the issue because it's ridiculous
I don't think increasing the gen repair time is the way to go, gens are already the worst part about this game for the Survivor gameplay, being just a glorified loading screen.
What I see as a problem is toolboxes, they can consistently make the gens very fast, reworking them into providing different effects onto gens instead of speeding them up could work.
Or finally adding a second real objective into the game, reduce the time it takes to repair gens, but add a secondary objective that isn't just a loading screen and activelly makes you interact with the map and the Killer, I have heared about the idea of fuel tanks, where gens would need to be fueled to count as finished, you would need to travel around the map to get them and carry them to generators, imagine Xenomorphs turrets but as a necesarry thing to repair generators.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859362#Comment_3859362
Making a game that is fun for EVERYONE is objectively a good idea. I challenge you to enjoy survivor, when the only thing you can do is crawl. you can try it out as killer even, if victor gets crushed by a survivor, you are now not allowed to do anythign besideswalk incredibly slowly. set a timer. EVERY single killer has had aspects about them updated and changed to make matches more fun for each player, it isn't the end of the world. And i also said DEBUFF the survivors upon hitting them. make gens hella slow, healing hella slow, etc. there are so many options outside of "bleed out for four minutes".
and i was using legion as an example because they also can injure multiple survivors extremely quickly. like victor. Would you like me to use other killer that also have a mend mechanic as well?
I agree that making the game fun for everyone is a great idea (even tho that's almost impossible to achieve), but with your suggesstions you would make Twins so weak to the point that playing them would make them misserable, so kinda going against your point of making the game fun for everyone.
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Instead of nerfing the Blindness Status Effect, they should rework it, it's not really that good against SWF, but very strong against SoloQ which is just bad design.
What they could do is:
- Blindness no longer affects the default Auras
By that I mean a Survivor on a hook, a downed Survivor, basically all the Auras that you can see by default without any Perks.
- They should rework the Aura colors to better tell which can be disables and which cannot
For example, maybe all non-removable Auras could be colored in white, like the Killer powers are (which by default cannot be disabled by Blindness), so Survivors on a hook would be outlines in white, downed Survivors would be outlined in white, etc…
But if this was the case the Status Effect should be buffed aswell maybe, since it would only work against Auras caused by Perks.
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@LaundrySauce said:
Four games this has happen where the Twins will down everyone with victor and leave them slugged for almost the who game a abuse victors fast re-spawn time i don't ever see the killer besides victor. Last game i had the Twins and they slugged everyone with victor again and we only got one Gen done and she did not hook a single survivor and it turned into a cat and mouse game of picking up survivors and going down and the next survivor got the next so on and so forth till she let all bleed till end game. A Nerf for her would be nice victor cool down being much longer or a limit to how often victor can be used
If the Twins players want to win, they have to heavily slug sadly, that's just how much BHVR screwed up their design.
They once tried to fix them, which took them 2 years and resulted in the most broken Killer in the history of Dead By Daylight, so they had to revert it.
You cannot really do anything about them without doing a partial rework, if you nerf Victor The Twins would become garbo.
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I think he doesn't need anything extra, he is in a good spot, I agree that the hit and run playstyles can be a bit annoying, but not worth changing a whole killer imo.
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@JustElf said:
I believe that Ghost Face's ability is unbalanced and frustrating because it is easy to abuse. When you play as a Survivor and reveal Ghost Face, you do not reduce the progress he has already accumulated on you, so you can often be "99% stalked." This means that the next time he activates his ability, you are already instadownable, regardless of whether you revealed him or not.
There are two possible solutions:
- Survivors should be rewarded for revealing Ghost Face. My idea is that Ghost Face would lose 100% of the stalking progress on the Survivor who revealed him. Alternatively, there could be an add-on that causes Ghost Face to lose only 50% of the progress when revealed.
- Adjust his mechanic to make him lose progress over time, similar to The Trickster. I believe it should take much longer to lose progress, for example, 1 second = -1.2% progress. Additionally, there could be an add-on to reduce the decay rate, such as 1 second = -1%.
I do agree that this aspect of him is a bit unfair, but if you removed this, he would be one of the worst Killers in the game, he already performs quite badly, so nerfing him isn't ideal without some big compensations.
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@sizzlingmario4 said:
I fully agree with you on the teleport recovery speed, however I don't agree with reducing the UVX cooldown, 7 seconds is fine. It's short enough that you have the opportunity to follow up and get the hit, but it's not so short that you can spam it. Unknown is a 115 killer with a projectile, and mistakes should matter.
The Unknown has 9 status addons. NINE. That's the most of any Killer and while I think it's good to have some of these, having that many is kinda boring and some of them are pretty bad too. Punctured Eyeball and Rabbit's Foot are both horrible addons and should be reworked, and Homemade Mask is undertuned for a purple addon, it should cause blindness for 90 seconds not 60.
Yea I guess that's fair.
I think the Homemade Mask should just get reworked completely, Blindness as a Very Rare add-on is just funny haha. Imo Very Rares should change the gameplay of the Killer a bit or add onto it. Status Effects are for Rare and Uncommon add-ons!
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@Emeal said:
No, Unknown has not been a good Killer this year.
But The Unknown is on the nice list wdym??!!? :(
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@OrangeBear said:
Hi, i don't run the wiki or anything but i thought i'd share here that the DBD wiki has moved from fandom to wiki.gg. The fandom site will not be updated anymore, so use the new site for up to date information.
Great to hear!
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If Killers can get basically killed in hotfixes I'm quite scared about what they can do to other Killers pretty much at anytime…
Chucky is actually quite a slog now, wish they revert it sooner than later.
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@danielmaster87 said:
I don't think they're gonna be reverted. This killer was dead on arrival, and has still been nerfed like 3 times. It's clear Chucky was a rug pull cash grab that will not (or at least ought not) see play. Like Freddy or Skull Merchant, he's a chump's killer. You may as well be playing to lose, or hope to come across players weak enough to lose to him.
I disagree, he was in a pretty good spot in 8.4.0, pretty strong chase, speedy, fun Killer, but 8.4.1 just gutted him, I hope we're not stuck with this version of him for long
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@ThatRyanB said:
Hopping in to provide a little context on this, the team has been closely monitoring The Houndmaster's performance and determined that Knotted Rope posed a potential balancing risk when paired with certain perks and addons. They're currently re-evaluating this addon and plan to revisit it in 2025, but ultimately wanted to ensure that heading into the holidays, the risk of an over-tuned combo was minimized.
We know larger balancing changes like this can be frustrating, but we appreciate your patience as at the end of the day, we want to ensure there's a solid balance between having fun as the Killer and playing against the Killer.This isn't really relevant to the Houndmaster, but will Chucky's changes be at least partially reverted? Nobody is happy about his changes (mostly the lowered movement speed), any info or will Chucky be left in this state for a long time?
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Agreed
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853388#Comment_3853388
Chucky is still A tier btw.
Nah, he is so slow that you can easily reach windows now without Chucky being able to do anything about it, if he Scampers all you have to do is to just sit right next to the Window and you're fine, he also feels like ######### to play.
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@fussy said:
All of them should be just reverted. Now he is just 4,4 killer with long af cooldown, without map mobility and very mediocre chase. Have no idea why I should play him over literally every other killer now.
Yea he kinda sucks now, he feels really bad
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It would be cool if something like this was made:
- Dropped pallets are automatically destroyed by the entity in 90/75/60 seconds.
- If the pallet is interacted with in any way, the timer refreshes.
I think that would be funny and useful for all Killers, Survivors can just vault the pallet every now and then to prevent it from breaking itself, there could also be a small indicator before the pallet is broken, like if it started to shake or something, to give Survivors some heads up, the shaking could start 10 seconds before it breaks.
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Yea I was also positive it was today, but I guess not
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@KaTo1337 said:
Its an Original-Chapter, so every single cosmetic is available at some point with Iridecent Shards.
Yea good luck doing 2 full devotions just to get the cosmetic, you're not getting it for free if you need to spend several weeks of your free time grinding for shards.
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@Grigerbest said:
one player was really good at looping and the Killer decided to tunnel them outta the game
Really good decision and tactical move by the killer player. /s
Yeah it wasn't the smartest move, but really helped me in the end haha
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I don't think it really needs a buff, but I must agree that 10% looks better haha
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I think the Perk doesn't need any penalties, the effects it provides are nice, but not penalty worthy!
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I really like the first idea!
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Yea it was bugged like this on the PTB, it seems like they partially fixed it, sometimes this doesn't happen, but sometimes it does, it's quite inconsistent.
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@jamally093 said:
Yeah saw the price and I was just thinking surely there is a reason for this right? I mean legendary skins usually come with like a new mori or change the character entirely. Like all the Eddie skins were legendary but you also got an entirely different character some also enter the pink rarity with a brand new mori but I'm sorry saying "Well it's because you get a new dog" is not a proper answer for that price even if it was a Saint bernard which is my favorite dog breed I wouldn't pay it because legendary rarities should be used if it adds a brand new mori or changes the character entirely
Yea you're right, you cannot even mix it with different cosmetics, how cool would it be if there was a dedicated power cosmetic slot?!
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@SoGo said:
Other bugs:
• Snug being unwilling to jump from a height
• Snug jumping through a window randomly.
Yea that's also really annoying, Snug tried to get the shortest path to you, if that means going through a window he will lock into it, which prevents you from using chase…
Another thing, during chase, if Snug vaults and Survivor vaults aswell, they pretty much cannot be hit by him…
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@PetTheDoggo said:
I would also like at least 1 second lingering for the haste while walking on search path. Kinda annoying when Snug's pathing is simply weird most of the times, so you can't go straight to use speed boost.
Yea that would be amazing!
Also a running animation needs to be added, running at 6.0m/s base-kit and power-walking is funny but looks unfinished.
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@Weepeme said:
That is all i have to say. Don't come at me with defensive comebacks or tryna telling me off. She needs a nerf thank you.
Why?
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@MechWarrior3 said:
I actually love this idea ahoy has!
This is my concern as well. Treasure chest take priority spawn of killer items. My 📺 TVs would be so far away from objectives. Maps like Prenn Asylum and Backwater are already difficult to deal with.I do not understand why Chests have higher priorities than Killer power related objects, I assume it's because those objects spawn right after Chests in the code, so right as the game starts → Chests spawn → The Killer objects spawn, which is unfortunate if true, they should fix that.
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@DragonMasterDarren said:
https://us.v-cdn.net/6030815/uploads/54R5OC4AIJ75/image.png
Ya'll are aware this is already a thing, right?
I meant shared mories in the sence of both Killers being involved in the mori animation (so a completely new one), not only one playing their original animation, of course right now you can have one Killer perform the mori whilst the other just spins there waiting for you to finish haha
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/432330/the-fastest-chest-opening-speed
Don't forget about Resilience! How much faster would it be if you also had that?
Looks like I didn't forgot about it haha, I have only forgot to mention it in the description (and in the math, but the final result is still the same, so good thing nobody proof-checked it 💀)
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/432330/the-fastest-chest-opening-speed
Don't forget about Resilience! How much faster would it be if you also had that?
Damn I knew I forgot about something! Will add it tomorrow and let you know!
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@ChrissyG88 said:
Is there a reason to create a build around opening chests quicker? Most games there's only 3 anyway.
Not in the slightest, just thought it was a nice piece of Trivia haha
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@Rudjohns said:
3 seconds is too much, Pharmacy is gonna get nerfed to 20%
Nah, there is no way they're gonna nerf it again, they buffed it for a reason, 3 seconds is only in the most ideal of situations, you wouldn't get this speed constantly in every match lol, maybe not even in one haha, since you need teammates with those Perks for a very niche effect
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@Cupcake3 said:
Why can't keys open chests instantly?
Idk, would be cool tho!
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@Musxussu575 said:
Clear Vision - nice, but maybe hide auras of Hex totems - but then again, that would be an immediate giveaway. Hmm…
Escapist - we have Babysitter already for unhooking bonuses, but that activates off the unhook-er, not the unhook-ee.
Not an Athlete - probably a straight-up no. People are already upset about how vaulting has been nerfed. Likely wouldn't see much use.
Center of Attention - maybe better off as an additive to Two Can Play. Hindered is an oft-overlooked effect, however. Do you like Forced Hesitation?
Swift Dispatch - may be a bit overpowered, as every hook is usually completed quickly. Twenty seconds of struggling would mean escaping, right?
So, as a Plunderer's Instinct nut, Clear Vision is my favorite from this list 🤣 Escapist and Center of Attention have potential (again, for Escapist, there are several instances of the same perk whether working for the benefit of the user, or used to benefit the team - e.g. Camaraderie and Reassurance). But admittedly, Not an Athlete and Swift Dispatch wouldn't get my vote.
Nice job, though! I may get bored and throw out some myself soon.
Thanks! For Swift Dispatch, I'm counting with the wipe weapon animation cooldown and the time to pick a Survivor up, so that would be around 15 seconds I think if you instantly picked a Survivor up once you down them!
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THE PTB IS TODAY????????
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HOLY SMOKES GUYS PTB DOGGO
https://forums.bhvr.com/dead-by-daylight/kb/articles/479
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@justadreampallet said:
That’s today? I forgot but I cannot wait. Can someone remind me what’s suppose to happen?
Hopefully today, quite a few Killer tweaks, a new Killer and several Perk changes iirc!
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835004#Comment_3835004
The event has actually ended, which is 1hr earlier than they said it would. But the limited time collections can still be bought for 53 more mins.
Huh interesting, maybe it might be today! If not at least the new Killer teaser could drop :)
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@RavenBirb said:
I can't stand his 5 mile long chainsaw swing , he downs so many teams in the start of the match and everyone just gives up. over 5 games of this in groups (worse in solos) have pushed me to write this post.
I wish he would be fixed to maybe chase and earn tokens to use his chainsaw, this unlimited chain swing is not healthy for the game, there's no other killer like that other than HB and even he's not this unfair imo.
How he works with just bs downing everyone is just bad design, he pretty much counters the "anti camp" system as well with just how he is supposed to play his power. its over tuned, basic, and It's borderline insufferable as a survivor. You WILL spend a good portion of the match in the dying state.
I know perks like Sprint Burst would be good but even then it doesn't get you that far away from him.
Any ideas on how to counter him for now would be appreciated thanks
If a Bubba downs your whole team at the start of the match or even more Survivors than one that sounds like you or your team issue and not the Bubba's fault, all you need to do is split up, which prevents him from downing multiple Survivors.
His best counter are windows, if you're a good looper you can force an m1 without him being able to use his chainsaw at all, you can also attempt to stun him out of his Chainsaw, but that depends mostly on ping so it might be inconsistent, learning the timing of his tantrum could also save you if you hop into a Locker, so he is forced to go Tantrum or just deplete his sprint.
The only thing I would change is that if he hits a Survivor with the Endurance effect, his Chainsaw stops and gets instantly depleted out of all charges.
If you nerf Bubba too much, for example how he was in the past, people would lean into proxy camping because that's the best thing he could have done in the past due to being weak, keeping him in a decent state like he is now makes people lean more into chasing instead of camping, which I think is a good thing for everybody.
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@RFSa09 said:
I like the idea, but I think it should be a bit less powerful because of the 20 seconds extra they gave us a few patches ago, a simple range increase to the current version would be really really good too
Hmm, yea you're probably right, I'll change it to 10 seconds for both!
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@PinheadGlazer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834272#Comment_3834272
Why? I think Pinhead is one of the most fun killers out there.
Pinhead is really fun to vs until your solo q teammates prove you otherwise
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They should make the map darker aswell, if you bring a fog offering the map is just fully white which just kills my eyes :(
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834240#Comment_3834240
likely next tuesday.
Next Tuesday is most likely the PTB release itself (hopefully)
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@Toystory3Monkey said:
Xenomorph power totally makes you feel like one.
Skulking predator roaming unaccessible narrow passages right near survivors, tracking them and then emerging, rushing through fire to get them no matter what throw at you.
Facing one is also very cinematic and accurate - turret beeping getting more frequent, then suddenly stopping only to rapidly increase in frequency again with xenomorph suddenly emerging, flamethrowers shooting fire at the monster as you make your way out. Literally Alien(s) scene with motion trackers / flamethrowers.
It actually recreates the experience of the xenomorph encounter, including the ways you use flames to "crowd control" the monster and keep it away from you, pushing it where you need, until it gets desperate enough to ignore flamethrowers and charge at you no matter what where it either succeeds or fails miserably, turning around and disengaging back into the tunnels, just like Xenomorph in Alien Isolation did when you burnt it. You dont "fight" it normally, it's way too strong for that, you opt for setting up traps.
I think they really cooked with the Tunnels and the Turrets, the only issue I have is the Tail attack, from the movie standpoint it does make sense a bit, but when I imagine a xenomorph, I see a stealthy fast creature, not a creature that just stabs you to death with a tail to be honest.
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@CrypticGirl said:
Why do we even need to use Visionary when Deja Vu exists? Deja Vu highlights the generators that need to get done at any given time to prevent a 3-gen scenario.
That's why I'm giving it a buff
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@Rokku_Rorru said:
I think this would be awesome, Especially the exhaustion variant to kind of give it more value. Personally I think it should have a longer duration/faster movement speed so its not contending with sprintburst which does the same thing. It'd make it like a mini adrennaline which is a fun idea.
Yea it probably could use some buffing, I wasn't sure because I didn't wanted to make it too strong in some scenarios haha
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@Rokku_Rorru said:
there is a lot of lacking point events atm, on survivor side too we don't get points for Exhaustion perks, Bardic Inspiration, Buffing others with Leader/vigil etc. Buffing others with teamwork power of two or better than new, activating styptic. Using Mirrored Illusion, Aura reading the killer… the list goes on and on.
BPs events need an overhaul in generalYea there are so many things that don't grant score events on the Survivors' side it's crazy, some Killers also don't receive score events for stuff that you would expect to give some blood points, like The Legion's 5th insta-down hit doesn't award bps iirc, or Dracula's Wolf form doesn't give you points for collecting the scent orbs. :(