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Alice_pbg

Alice_pbg

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  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548093#Comment_3548093

    I'd agree if this was a middle fork as can be seen in the top left between the 2 Survivor Glyph challenges, or right near the end, but this is one of the starting paths. Can you go around? Sure. Should one of the starting tomes be among the hardest ones in the lot? Most certainly not.

    https://us.v-cdn.net/6030815/uploads/ZHGTNOTEDI5L/16dash4.png

    Edit: I already addressed how obtuse it would be to go around for a starter tome, I guess you didn't read my first post.

    You know... if I didn't know that the quoted post doesn't change regardless of any edit... I would have assumed you just edited your comment.


    Guess I just stopped reading your comment for some reason... that's my bad. Sorry. It must be the yugioh player in me.


    I only remembered that I did go around it, not where it was. It is obnoxious, should be an end node on the web thing.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548048#Comment_3548048

    I think the difference is the achievement is something that can be done while progressing multiple other tomes/achievements. This tome is on the critical path for progression. It isn't like it is far off in the corner being the last tome do be done for the set, its the prerequisite for near all other tomes to be done. I mean in theory you can loop around from behind, but that is such an obtuse method I think people can be fair in complaining. Tomes cause people to be laser focused on a singular method of completion, and if they can't go down, they will giga-rat and leave their entire team to die while bringing Sole Survivor and Left Behind from the onset (if they get frustrated enough).

    But... it's not. You can go around and leave it for last.

  • well... at least that is just an item name/description. SHOULD be easy to fix to be corrected and make it what should be from the start.


    but not these...

    final.jpg

    still pissed that the team name is in ######### english... just ruins the entire thing.


    and another didn't let run past them to the exit gate after I'd pebbled them in the face. Like, where is this toxicity coming from?

    the pebble rules are very clear on this...

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548043#Comment_3548043

    I would even say you don't need to do that. Challenges like this I just leave till later and when I do get to them I play normal. Sure it might take awhile (depending on luck) but you'll eventually get it.

    yeah... it's like the 250 protective hits after an unhook achievement.

    just play and get it eventually. don't worry about it.

  • Personally like brolly more but, it has it's moments

    Untitled Image


    Also... nah...

  • @NerfedFreddy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546437#Comment_3546437

    The particular case of doing the wrong thing and avoiding bad consequences doesn't debunk the whole concept that doing that wrong thing generally lead to bad consequences

    You saying it's a wrong thing does not make it a wrong thing.



    Even if said with confidence.



    There's no need to debunk a concept that isn't proven.

  • I refuse to accept vader being looped. Or anyone having 2 hands after a hit

  • what exploit? just another flashlight thing? or something spefic to a change made in the ptb?

  • @GoodBoyKaru said:

    I genuinely don't know. BHVR revealed him to be gay and then threw him in the trash. The only reason he's getting skins now are because the Twitter Haddie Hive turned their attention to him as well lol

    the what now?

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545994#Comment_3545994

    It is possible to change it even then, it just takes alot of erfort.

    But thats not my point there.

    When the PS5 version of DBD released, they could have easily changed the trophys to match the PC version (Huntress trophy for example) but they did not bother changing it even tho sony wouldnt have said anything at all because it counts as a completly new game, hence the different trophy pool.

    i got the platinum in Dead by Daylight twice because of that.

    is it possible? how do you know? cause looking into it, it doesn't seem like so.


    how do you know sony wouldn't have said anything? how do you know that sony didn't specifically tell them that the ps4 and ps5 versions had to be the same to allow for a ps4 player to upgrade to ps5 and keep their stuff? or some other #########? I certainly don't.

    all I know is that they changed the achievement everywhere they could, so if they didn't change it here something must have stopped them. and what else but sony?


    @SleepyLunatic said:

    @Alice_pbg Also i am not a sony defender, they do alot of ######### things but its still not fair to ALWAYS blame then.

    Take crossprogression for example, litterally everyone in this is blaming Sony for that even tho no one ever said the true reason we still dont have it.

    But if its a primary Sony issue, then why do other games on Playstation have full Crossprogression and Crossplay compatibility? (final fantasy online for example)

    You cant tell me they allow it for so many games but not for Dead by Daylight for some reason.

    I don't always blame them. but on this I do. until I get proof it's not on them.


    crossprogression is likely a bit on sony,microsoft,nintendo...bhvr... but tangent do be tangent.


    idk... maybe because that game was made with crossprogression in mind. so whatever it needed, it was built and/or negotiated with it. assuming it was a planned thing, idk, I don't play online rpgs...


    I can say something is stoping dbd from getting it. even if I do not know what it is. but would you be surprised if sony had a hand in it?

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545988#Comment_3545988

    It did not came with the corrected archivments.

    What exactly you want to blame Sony there?

    Because the devs of other games changed their trophys but BHVR did not?

    afaik, sony only allows achievements to change when they become impossible to be done. at least on ps4

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545530#Comment_3545530

    Tbh i am 100% BHVR didnt even try.

    Ps4 and Ps5 got different trophy counts because its a different version and they still didnt birher changing trophys like the huntress one to match the pc archievments.

    Other games on console did it when they released a ps5 version so lets not always blame sony.

    I'll 100% blame sony. because it's on them. the ps5 version is a "new game", so it came with the corrected achievements.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545903#Comment_3545903

    they have different footprints (the shape of the outer wall is different) and the layout of all the buildings in relation to each other and the road is different. 1-3 are square, but 5 is two overlapping rectangles and 4 is like 5 but with a corner cut out - it's kind of hard to explain

    correct.... still should just be 1 or 2...

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545959#Comment_3545959

    The fact remains that the devs want to keep him as close to how he is right now as possible, and that's a fair thing to want. Considering it's not necessary for fixing him, it's fair to work within those constraints.

    The "deep wound" you're referring to is the time he has to invest to set up, not the fact that he has to collect traps at all. If the traps were in the right spots, the wound is stitched up just as well. Better, even, because it doesn't leave the metaphorical scar of removing a part of his identity.

    They have to actually fix the issue at some point, you're right. Better trap spawns is the fix.

    guess we'll have to agree to disagree on that.

  • depends.

    how many hooks am I on?

    how many gens are left?


    low hooks, many gens left? I don't start the chase. or drop it fast.

    many hooks, few gens left? it's the end game, people should be getting sacrificed by now.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545945#Comment_3545945

    Two reasons.

    The first and biggest reason is that the devs have stated they do not want to fundamentally alter Trapper's power. I'm sympathetic to this, their reasoning is valid and it isn't really necessary to fundamentally change him either.

    The second and smaller reason is, as mentioned above, that you don't need to. Part of Trapper's gameplay and core identity is juggling traps, that's just who he is; it doesn't need to be as annoying and detrimental to you as it currently is, but it probably should remain. I wouldn't be against a reasonable trap-recall system (though it being tied to lockers would be more thematically appropriate than giving him telekinesis for them), but it's also not the only way to fix him.

    Better trap spawns would fix the problem. You personally may not enjoy playing Trapper because of collecting traps, but that doesn't make it an actual flaw.

    1- you do not fundamentally change trapper's power by changing how he gets his traps. his traps still do the same thing. you just make it more convenient. it's like doctor not needing to switch modes anymore, convenience. don't know if you were around for that...

    2- it can be anything really... but trap telekinesis also solves travel time by default (you can make the trap take longer to reach the further away it is to compensate. also put it in a timer so you can't just spam it. the more I think about it, the more I think it's actually a good idea)


    better trap spawns to me are just a bandaid on top of a deep wound. they gotta actually fix the issue at some point, might aswell do it now and skip the bandaid.

    I complain about trappers issues, because I love trapper, and I want him to be the best he can.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545723#Comment_3545723

    The barrier for entry is the time it takes to collect your traps and put them up around your first hook, and it's also way harder to proxy camp with a ton of traps because you can only carry two at a time without addons. With all traps carried at the start of the match, there is now no barrier for entry, you can immediately set up everything you have around that hook.

    The barrier for entry is also the same for basement Trapper, though that one is a little easier since you only really need to set up three traps.

    This makes these strategies, which aren't the healthiest in the game even if they aren't necessarily "too strong", a little less accessible. Improvements to Trapper should look to keep them a little less accessible, rather than making them more so.

    For example, there are two ways of addressing Trapper's problem with his early game that would both address the issue without causing the same issues as just giving him all his traps from the word go;

    • Have traps spawn closer to the centre of the map, trending towards the side that Trapper started on. No more traps spawning on the opposite side of the map, or against map borders. Much easier to move around and juggle your traps by placing some and picking up others.
    • Have traps spawn in loops already, not in random spots. They don't have to be optimal, they can just be on the side of pallet loops and next to some windows, but this would allow Trapper to just walk by and set some traps without having to pick them up first.

    Neither of these suggestions would improve Trapper's ability to employ the two strategies we've been talking about, but they would do a lot to help Trapper with his legitimate problems.

    why do people always say "improve traps spawns" and not "why even have trap spawns"?

    just give him a more engaging way to get more traps if starting with all of them is such an issue.

    still think making him thor and pull the traps to him like mjolnir is a good idea (only disarmed ones). but the timer idea I gave earlier in this discussion is also fine.

    maybe something else... but can we at least entertain the idea of not going to a place, picking up a trap, walking back and then continue doing what we were doing? that entire tangent required to have our power? can we just think of a new thing? one that keeps us in the game? or that takes at max as much time as opening a locker?


    I think reinami is right in giving him a minimum range between traps, so he can't just lock down shack or some other small area and needs to spread them out a bit. there. he can still play base defense but by nature the base needs to be bigger. so now we can afford to make it do stuff in chase aswell. so an actual chase trapper can exist.

  • @C3Tooth said:

    BP earning is fine on bothside. They already reduce 33% of addon/offering cost, while increase the earning by 25%. Almost double earning already.

    honestly... the issue now is that both sides have a bunch of useless crap on the bloodweb.

    from reagents, to luck offerings, to bad map offerings, to maps and it's addons, broken keys, the oak ones...


    a crafting system could solve this... like, you put 2 or 3 map offerings in and out comes one you want.

    stuff like reagents and oaks can just be deleted

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545586#Comment_3545586

    yes, if trapper hangs around the area he trapped, he is fine and will get value of his power if survivors step in a trap. there's no complaints there, but idk maybe just me but i think he needs to be free on wherever he wants to be, without concerns about his smart traps on the other side of the map (or 10 meters away, one survivor i was chasing got trapped at the window and managed to get away because they escaped 1st attempt :) )

    Story of my life...

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545366#Comment_3545366

    This.

    The proper solution to trapper is to identify the biggest problems he has, and they aren't around "collecting his power". But the fact that he requires so much setup time, his traps are often in bad places (RNG) and the fact that his power is useless during a chase and that RNG can dictate survivors getting out of traps super quick. On the flip side, he is miserable to go against because he can lock down areas so that he can 3 gen like crazy or make basement impossible to escape. So to fix trapper, i would do at least some of the following:

    • Trapper now always starts with 2 traps, and can hold 3, rework all bag addons (even purple) to use a new mechanic listed below
    • Trap setting speed is increased to 1.5 seconds (from 2.5 seconds) to make it faster to set up in a chase.
    • Disarming a trap now takes 8 seconds (from 3.5 seconds). (Rework coil addons, basically they become basekit)
    • Remove the RNG escape time, right now its 1.8 seconds, with a 16.67% chance but guaranteed at 6 attempts. So that means that on average, it'll take 3-4 attempts to free yourself. Just normalize it, so its a single 8 second bar to make yourself escape
    • Keep the bonus for rescuing another survivor so it takes 1.5 seconds still (encourages survivors to stick together)
    • Trapper gets a secondary ability that allows him to spend 3 seconds on a trap he has placed to "bury it/disguise it" effectively making it, nearly invisible to the survivor. However, once buried, the trap is no longer able to be picked up, survivors can still disarm it if they see it, and once it has been disarmed or activated, it is no longer buried, but can be picked up again. This deals with some maps just not having grass, or indoor maps like the game.
    • Rework the iri addons so that one of them ties into this "bury/setup" playstyle.
    • If a trap is placed within 16 meters of another trap, the previous trap is disarmed (to fix basement camping and 3-gens), might need to lower to like 12 meters
    • Can't place traps within 16 meters of a hook, and any traps around a hooked survivor are automatically disarmed to prevent hook camping.
    • Normalize trap RNG placement such that a single trap spawns next to every single generator, so that the trapper no longer has to go out of his way to collect traps.
    • Unset/disarmed traps can now be picked up while moving, but set ones must still go through the animation.
    • Fix the hitbox of traps so that survivors can't vault over them, or any weird shenanigans like that. Either the hitbox, or make it so if you place it RIGHT next to a window survivors will get trapped by it when they vault to make placement a bit easier.

    So, in summary. Traps become stronger in a chase, traps are nerfed for basement/3-genning/area denial RNG is normalized so trapper can reliably grab traps around the map, and survivors can know exactly how long it takes to escape a trap. To fix maps that just have no good trap spots, trapper can "hide" a trap by basically making it invisible, at the cost of not being able to move it (so if survivors see you do it for example, the trap becomes useless/weak). Make it faster for the trapper to pickup traps that are at those gens by allowing him to pick up disarmed traps while moving. Traps have to be spaced out more, so no more 3-genning or basement camping with them. And you can't place them near hooked survivors to prevent camping.

    I now have time


    The proper solution to trapper is to identify the biggest problems he has, and they aren't around "collecting his power".

    just mostly really annoying and unnecessary

    But the fact that he requires so much setup time,

    I think if he had all his traps this would be mostly fine... probably still need some sort of recall power.

    his traps are often in bad places (RNG)

    this falls under "collecting his power" btw

    and the fact that his power is useless during a chase

    mostly useless. you can do stuff like faking puting a trap down so they run, or putting a trap down in a loop before hand so they have to take a long way around the loop but you have the addon that allows you to walk on traps so you catch them... it's mostly useless.

    and that RNG can dictate survivors getting out of traps super quick.

    I've been wishing for a fixed timer for awhile now...

    On the flip side, he is miserable to go against because he can lock down areas so that he can 3 gen like crazy or make basement impossible to escape. So to fix trapper, i would do at least some of the following:

    he can certainly do those...

    depends on the 3 gen really.


    Trapper now always starts with 2 traps, and can hold 3, rework all bag addons (even purple) to use a new mechanic listed below

    Trap setting speed is increased to 1.5 seconds (from 2.5 seconds) to make it faster to set up in a chase.

    so far so good

    Disarming a trap now takes 8 seconds (from 3.5 seconds). (Rework coil addons, basically they become basekit)

    this is quite insane...

    Remove the RNG escape time, right now its 1.8 seconds, with a 16.67% chance but guaranteed at 6 attempts. So that means that on average, it'll take 3-4 attempts to free yourself. Just normalize it, so its a single 8 second bar to make yourself escape

    I would say 12 seconds... feels better. we would need to test the numbers

    Keep the bonus for rescuing another survivor so it takes 1.5 seconds still (encourages survivors to stick together)

    god no... 3 seconds. like, at least give me a chance to catch up...

    Trapper gets a secondary ability that allows him to spend 3 seconds on a trap he has placed to "bury it/disguise it" effectively making it, nearly invisible to the survivor. However, once buried, the trap is no longer able to be picked up, survivors can still disarm it if they see it, and once it has been disarmed or activated, it is no longer buried, but can be picked up again. This deals with some maps just not having grass, or indoor maps like the game.

    no idea how I'm burying stuff in cement... but 3 seconds is too much. in most maps this is basically necessary if you want hidden traps at all.

    Rework the iri addons so that one of them ties into this "bury/setup" playstyle.

    in what way? auto bury?

    If a trap is placed within 16 meters of another trap, the previous trap is disarmed (to fix basement camping and 3-gens), might need to lower to like 12 meters

    I say whatever the distance of one shack door to the other is. plus a meter or 2 to make sure

    Can't place traps within 16 meters of a hook, and any traps around a hooked survivor are automatically disarmed to prevent hook camping.

    can we do victor rules? if it was already there, it doesn't count. feels more in line with the planning type of character trapper is supposed to be

    Normalize trap RNG placement such that a single trap spawns next to every single generator, so that the trapper no longer has to go out of his way to collect traps.

    still hate this rng... we need something else. like... give him a timer.

    at max there's 8 traps on the map after the update plus whatever trapper starts with right? let's go with what you said, starts with 2, max 3 carry capacity.

    so, just to have a number, every 1 minute, when trapper has an empty slot for a trap, a trap appears in his "inventory".

    if he has no space, the timer just loops and nothing happens.

    traps on the map can never go over the max number. which is 10 I believe.

    we can even rework an addon to make the timer replace a disarmed trap on the map for a new one on the inventory.

    just really tired of trap rng...

    Unset/disarmed traps can now be picked up while moving, but set ones must still go through the animation.

    as in, I just passively get them from walking over them? why even have the trap spawn rng in the first place then? just give trapper another way to get traps. or just give him his traps. give me a more interesting or engaging way to waste time.

    Fix the hitbox of traps so that survivors can't vault over them, or any weird shenanigans like that. Either the hitbox, or make it so if you place it RIGHT next to a window survivors will get trapped by it when they vault to make placement a bit easier.

    well, yeah.


    So, in summary. Traps become stronger in a chase,

    because you set them faster? not really. will achieve the same as fake putting a trap down. but you do set up faster which gets you in chase faster.


    traps are nerfed for basement/3-genning/area denial

    kinda

    RNG is normalized so trapper can reliably grab traps around the map,

    if it's reliable, is it really rng?

    To fix maps that just have no good trap spots, trapper can "hide" a trap by basically making it invisible, at the cost of not being able to move it (so if survivors see you do it for example, the trap becomes useless/weak).

    yeah it does. and that thing happens frequently. with much faster trap times. so... hard to justify spending the time on it.

    Make it faster for the trapper to pickup traps that are at those gens by allowing him to pick up disarmed traps while moving. Traps have to be spaced out more, so no more 3-genning or basement camping with them. And you can't place them near hooked survivors to prevent camping.

    why are people so married to the idea of trapper picking traps around the map at the start of the match? just why?

    it's not fun. it's not interesting. it's not engaging. it's just busy work that sometimes even ######### you over with rng.

    it's like when someone always keeps their old thing and works around it's many many issues, instead of just getting a new thing that actually functions properly.

    the old does not work anymore, get a new thing

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545460#Comment_3545460

    It's the fact that traps don't do anything without you there to follow up on them that encourages you to place them in the same general area, and that's also not the same as basement camping or immediately setting up all your traps around your first hook, which are the two things people take issue with and think giving him all his traps at the start will encourage.

    You're right, you can't really afford to both set up a web of traps and use them in chase. You have to pick, and that's not really a genuine flaw. He's a setup killer, that's how he's designed.

    I think the problem here is highlighted by your last line in your response to me, where you talk about stopping basement Trapper. That isn't the point, the point is that players will take whatever shortcut is easiest and shows the least resistance while using powers. Take a look at Artist or Knight, who share the issue of people forcing survivors to run away from loops to eventually get an M1. Is that their strongest playstyle? No, not at all. Is it how they're designed to be played? No, it isn't. Is it easy and straightforward and gets just enough results to not be counterintuitive? Yes, and that's why it's so prevalent.

    If you give Trapper all his traps at the start of a match, basement Trapper and just setting everything down around your first hook for proxy camping become the easiest way to play him by far. That means players will do it, and that would be bad, because it's both more stale gameplay and it's not reaching Trapper's potential from a design standpoint.

    Stopping Basement Trapper is another matter entirely, but you'd have to do that well in advance of ever considering giving him all his traps from the start. Once you have done that, and it is completely solved, you can start to think about how to change Trapper's kit such that players are still incentivised to place their traps tactically instead of either forcing survivors to leave loops mid-chase or proxy camping their first hook if you were to give him all his traps from the start. Naturally, Trapper can do those things already, but they have a higher barrier for entry and you do not want to make them easier for him to do.

    the barrier of entry is... the exact same. 2 or 20 traps. it makes no difference, congrats.


    You're right, you can't really afford to both set up a web of traps and use them in chase. You have to pick, and that's not really a genuine flaw. He's a setup killer, that's how he's designed.

    you are the one saying we can't give the setup killer their setup in the first place... I'm saying, let him have his traps. adjust the power some other way if needed. walking around to pick them up is just busy work and not interesting or fun.


    @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545305#Comment_3545305

    There is a different between "I want to do it because I want to but its not effectively" and "I do it because its too effective"

    No one uses Hope with Dark Theory because its not effective. But everyone use Hope with MFT because its too effective. People always want to do the most effective options available (want to camp with most traps and want to stack multiple haste perks).

    bubba exists...

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545337#Comment_3545337

    The issue is with giving him basement bag every match is in higher levels he can very easily lockdown the basement or certain hooks. Even with this new unhook camp thing he could do this.

    He can already do that.

    Extra traps do not change this.

    @jesterkind said:

    Giving him all his traps at the start of the match is a bad idea even disregarding what the devs want wrt keeping him simple. It's not a feasible way to improve him.

    No matter what, Trapper is going to collect his traps from elsewhere, even if the devs decide to radically overhaul him somewhere down the line. Starting with all his traps encourages his most unhealthy gameplay while doing nothing to enable the healthier alternatives.

    Having few traps encourages you to keep them closer and not spread them out too much. So basement trapper becomes more atractive.

    Also having few traps, and having to go back and pick them up, means you can't really afford to actually use them in chase.


    So... literally the reverse of what you said.


    Amount of traps is not what will stop basement trapper. Set a max range between traps, or something else. This ain't it.


    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545366#Comment_3545366

    This.

    The proper solution to trapper is to identify the biggest problems he has, and they aren't around "collecting his power". But the fact that he requires so much setup time, his traps are often in bad places (RNG) and the fact that his power is useless during a chase and that RNG can dictate survivors getting out of traps super quick. On the flip side, he is miserable to go against because he can lock down areas so that he can 3 gen like crazy or make basement impossible to escape. So to fix trapper, i would do at least some of the following:

    • Trapper now always starts with 2 traps, and can hold 3, rework all bag addons (even purple) to use a new mechanic listed below
    • Trap setting speed is increased to 1.5 seconds (from 2.5 seconds) to make it faster to set up in a chase.
    • Disarming a trap now takes 8 seconds (from 3.5 seconds). (Rework coil addons, basically they become basekit)
    • Remove the RNG escape time, right now its 1.8 seconds, with a 16.67% chance but guaranteed at 6 attempts. So that means that on average, it'll take 3-4 attempts to free yourself. Just normalize it, so its a single 8 second bar to make yourself escape
    • Keep the bonus for rescuing another survivor so it takes 1.5 seconds still (encourages survivors to stick together)
    • Trapper gets a secondary ability that allows him to spend 3 seconds on a trap he has placed to "bury it/disguise it" effectively making it, nearly invisible to the survivor. However, once buried, the trap is no longer able to be picked up, survivors can still disarm it if they see it, and once it has been disarmed or activated, it is no longer buried, but can be picked up again. This deals with some maps just not having grass, or indoor maps like the game.
    • Rework the iri addons so that one of them ties into this "bury/setup" playstyle.
    • If a trap is placed within 16 meters of another trap, the previous trap is disarmed (to fix basement camping and 3-gens), might need to lower to like 12 meters
    • Can't place traps within 16 meters of a hook, and any traps around a hooked survivor are automatically disarmed to prevent hook camping.
    • Normalize trap RNG placement such that a single trap spawns next to every single generator, so that the trapper no longer has to go out of his way to collect traps.
    • Unset/disarmed traps can now be picked up while moving, but set ones must still go through the animation.
    • Fix the hitbox of traps so that survivors can't vault over them, or any weird shenanigans like that. Either the hitbox, or make it so if you place it RIGHT next to a window survivors will get trapped by it when they vault to make placement a bit easier.

    So, in summary. Traps become stronger in a chase, traps are nerfed for basement/3-genning/area denial RNG is normalized so trapper can reliably grab traps around the map, and survivors can know exactly how long it takes to escape a trap. To fix maps that just have no good trap spots, trapper can "hide" a trap by basically making it invisible, at the cost of not being able to move it (so if survivors see you do it for example, the trap becomes useless/weak). Make it faster for the trapper to pickup traps that are at those gens by allowing him to pick up disarmed traps while moving. Traps have to be spaced out more, so no more 3-genning or basement camping with them. And you can't place them near hooked survivors to prevent camping.

    Gut reaction... why do I need to spend 4.5 seconds setting a trap on 90% of the maps?


    But I'm in a hurry... let me come back to it later

  • There is no bad gen count to drop shack pallet.

    You use it when you have to. That is all.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545288#Comment_3545288

    The only issue I could see with him spawning with all his traps, is the potential for him to channel his inner Hag, and just set up a three gen right from the start. Him having to collect his traps at least gives survivors a chance to break the three gen before he can set one up.

    I think he's genuinely difficult to balance. He's meant to be trash in chase, so it emphasizes the use of his power. But if his power is too strong, then you have a strong camping killer with a very low skill floor. Which is never healthy for the game.

    It only takes a second to disarm his traps. He cannot hold a 3 gen that well when the survivors are actively trying to break it.

    Assuming they are actually looking for the traps and learning where it's safe to run of course.



    Running early using the path you know is clear will always be too strong against trapper.


    People are for some reason too afraid to give trapper very basic things. thinking he's secretly op or something... and that if you give an inch he'll beat nurse or blight.

    No, giving him all his traps and letting him collect them without running a marathon is what allows you to not just play base defense. It allows for a more chase oriented build to actually exist.

    It doesn't do anything for 3 gen trapper. The purple bag already exists.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545288#Comment_3545288

    do you think deathslinger just carries a billion bullets in his pocket at all times? his gun doesn't work on compressed gas or springs you know? how does he keep getting those?

    I don't have any comments on the substance of your post, but its a harpoon gun, it probably would run on compressed gas of some type.

    he literally loads a bullet in it. also, it fires with a boom. it's not compressed gas. it's powder based

  • well you see...

    they wanna keep him simple and straightforward.


    starting with all your traps is complicated... I guess.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544910#Comment_3544910

    Honestly this buff is pretty nice.

    8 traps won't change so much but haste buff is pretty nice.

    He can buy his some wasted time back with that. And when he put trap to loop, survivor will shift + w and this haste will make him catch these survivor faster.

    He is still low tier killer , no doubt but at least he got some nice buffs.

    and then you just left the trap there...to either do nothing or be picked up later if time exists. maybe catch 1 guy who didn't pay attention...


    which is still the biggest issue with trapper. everyday is leg day for the boy...

  • @Akumakaji said:

    It's still in the game, but got replaced with the numbers of kills you get. It's supposed to allow you to get merciless ratings, and thus do adept challenges, even in the higher ranks by getting a 4K, which was basically impossible under the old system, as you needed 4 iri emblems in one game to get a merciless rating in iri ranks.

    I remember waiting for rank reset to do trickster...

    and the implementation of mmr for nurse.

  • they could just have trapper start with all his traps... they could have him be like thor and like, magnet pull the traps from anywhere... or both of these.


    but no... he's still the only killer that needs to go around the map to pick up his power to use it, and that after using it has to pick it back up or leave it there doing nothing.


    "we know some traps spawn in the corners so they are essentially useless for the entire match. so we made more spawn to compensate" is not really a buff. it's a bandaid.


    you would think that being in a world where every killer(not named myers) with a limited resource type power that just has it recharge somehow... would mean that trapper would get something... but no.


    freddy, hag and I believe singularity all just replace the oldest thing with the newer one. which one can argue makes sense for freddy, but how is the physical drawing that hag did disappearing all of a sudden?

    clown just holds a button.

    artist, blight, bubba just... wait a bit.

    huntress and trickster recharge at lockers... those are usually always close by and they never need to go to the corner of the map.


    but trapper? no no no... you walk over there and grab the trap back up and then walk to where you want it and only then put it down. you would obviously be too strong if you could just set the trap down right away... or if you didn't need to walk a mini marathon around the map collecting the traps...


    with all due respect... who cares?

    do you think deathslinger just carries a billion bullets in his pocket at all times? his gun doesn't work on compressed gas or springs you know? how does he keep getting those?

    or do you think clown has a miniature laboratory in his belly? and a bottle factory? maybe he just starts the trial with 5000 bottles in his back pocket...

    huntress grabs 1 hatchet from the closet, but it turns into 5.


    but oh no... trapper getting his traps without walking to them is what breaks your suspension of disbelief? c'mon

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542470#Comment_3542470

    Did you know that the highest 4K in a row on killer is over 1000?

    I didn't. neat!

  • that's cause wraith obviously isn't an atheist like blight

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544103#Comment_3544103

    lol by DCing you still forfeit every point you gained at the match

    Its not gonna be more common than it is right now

    ever single time the dc penalty was removed, dcs were everywhere. it should never happen

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543219#Comment_3543219

    You seriously want to tell me you don't recognise the figure of speech? Or are you fully aware it is a figure of speech and just chose to take it literally? Well, either way. If you take it literally, then, indeed, every game in which any survivor escapes by any means would counter the argument that escaping is "impossible". If that's the point you want to make: fair enough, you're absolutely correct.

    As for the pointing you to where I take the notion of representativeness from: "We" are not breaking records. There was one instance in which a record was broken. The inclusive we, however, suggests at least some degree of representativeness.

    you take issue with me taking a figure of speech literally...

    but then you also take issue when I use one with the "we"... 😂

  • Potato, potato... (just gonna assume you read that right)

  • Ahem...


    "Oh look a key... do it after me dwight"

    *jump

    *jump

    *Trial ends

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543024#Comment_3543024

    You're kinda using the video as evidence for your claim...but the video and the record are actually not suitable evidence for that claim.

    For the record attempt the builds were optimised for gen repair and literally nothing else. The record setting match was against a Legion, who had little going for him to counter genrush (aka hinging on luck). Other matches turned out to be somewhat longer (3-something to 4-something minutes) - and the time got stopped when the first survivor got to match result screen via exit gates, which also shaves off a number of seconds and ignores the fate of the remaining survivors. It was all about getting one person out through the gates ASAP. - Which iirc isn't exactly the outcome people aim for when playing the match.

    Idk if someone did a "how long did it take me to down every survivor" video but given the perks and killers that are around I imagine nurses with an aura reading/scream/exposed build will regularly have four slugs 30 seconds into the match, and then it just depends a little on luck how quickly they manage to actually hook them and end the match. Similar results can be expected with spirit or blight. ---- That's about as representative of the overall situation as what hens did with his comp friends though, which is not at all.

    They said it's impossible to escape because they made survivor harder and harder than ever.

    So honestly, any video of survivors escaping would be suitable evidence.


    Specially when the required gameplay is basically just gen simulator 3000 while 1 person loops good.


    In the record the slugged person was at the open gate and the other one was opening the other gate. Which is why I said 3man out around the 3 minute mark. Instead of the exact number.

    The wanted outcome depends on who you ask so no point in discussing it.


    I once did it in less than a minute because bubba and tinkerer. It was really funny.



    But now let's cut to the important part. Please point me to where I said hens represents all or even most of the dbd community?

    Op said surviving was impossible, even with comms and good players mind you (which is mind boggling to me). And I said "we are literally breaking records rn so it literally cannot be harder. You are just not as good as you think you are at the game"

  • @dbd_newbiefan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542951#Comment_3542951

    Skilled huntress you can actually achieve just keep playing as huntress. And now on console you only need 20 hits to get that trophy

    wanna check my ps4 trophies before saying that so confidently chief?


    also... it requires aiming well from a distance with a controller... it's hard and takes a long time...


    so to answer the topic.

    where did they go. I did this ######### in solo q too. high five @Wampirita

    bless you. granted this could get much easier if a good hex gets released... FUN FACT in the br version, it doesn't even say you need to bless a hex...

    Outbreak Breakout.

  • @Zokenay said:

    They killed Flashlights for this very reason, so a fix should be in the works.

    and hopefully done

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543023#Comment_3543023

    Yeah, that's the joke...

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543024#Comment_3543024

    Again, survivors doesn't have skill issues! Killers are just OP! Survivors don't need to get better at the game, the game should be easier so they don't need to have any skill to begin with!

    I don't know how so many people still doesn't get this...

    (And yes, I'm obviously joking here again 🤣)

    you're right! I forgor... 😔


    XD

  • idk who K is... but it does have to do with what you said.

    Since then the game has done nothing but make it impossible for survivors to survive.

    the escape time record was literally broken. so how is it impossible or even harder than before? and there's several games in the video that show similar times indicating it's consistent.


    just gonna say it... you might be dealing with a skill issue.

  • @Peanits said:

    The hatch probably favours the Killer if anything. As others have mentioned, the Killer moves slightly faster. The Survivor also needs to avoid the Killer while they're searching, which can make it difficult if the Killer zones them back towards an area they've already searched.

    That said, the hatch is mostly there out of necessity, not to be as balanced as possible. Without it, you end up in a situation where one Survivor needs to power multiple generators on their own before they can escape. Meanwhile all the Killer has to do is patrol the generators and listen to see which one has more progress than the last time they walked by. If they touch the gen, they are probably going to die. If they don't touch the gen and hide instead, the game never ends.

    The hatch's job at that point is to end the game so these never-ending scenarios can't happen. Either the last Survivor finds it and gets out, or the Killer finds it and starts the EGC. In either case, it's still a win for the Killer by pretty much any metric - the matchmaking system doesn't even count it as a win for the Survivor, there's an exception to make it nullify that match, so nobody gains or losses rating from that Survivor escaping through the hatch.

    considering the survivor is the only one that benefits from hatch, technically, I say it can only favour the survivors. even if the killer has in theory a better chance of finding it first.


    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540289#Comment_3540289

    If hatch spawns because only one survivor is left in the game, and the killer closes hatch, and the survivor escapes through the gates, does that count as a win for survivor?

    Because if that counts as a win for survivor, does that mean if the exit gates are too far apart to defend, that the killer should literally just wait for the survivor to get hatch, if they don’t want to risk an MMR loss? And the last survivor should literally just wait for the killer to close hatch, because the survivor has a high chance of escaping through the gate if the killer closes hatch?

    *please have this playing as you read... thank you

    https://soundcloud.com/strixblood/saw-theme-song-hello-zepp?in=user-902758683%2Fsets%2Fsong-for-live-youtube


    Hello @Coffeecrashing

    Untitled Image

    I want to play a game.

    in front of you there's a hatch.

    Untitled Image

    you may close the hatch, which will force the survivor to have to open one of the 2 gates in order to escape. killing a survivor in that situation is usually an easy feat. but if they manage to escape you will lose MMR.

    but, you can choose to leave the hatch open to chase the survivor. they can escape using the hatch but your MMR won't be at risk.


    what is more important? your pride in your skills? or your MMR not lowering?


    Live or Die Risk your rank or stay in MMR hell Coffee! make your choice!

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542865#Comment_3542865

    After i got the nancy on hook i spotted the silent hill girl on main basement with BBQ and she decides to try to loop towards the hook, then that crapshow unfolds...It actually ended up being a 4k slug because adam (you can see him on the right side near main building) decided he wanted to get involved on that mess instead of allowing me to hook one and then swooping in for the 2 saves.

    That clip is a perfect example of "yall got slugged because you screwed up extremely hard."

    yep... we take those.

  • those are quite awful... damn...

    @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542630#Comment_3542630

    No proof? I gotchu.

    https://streamable.com/8vmrli

    nothing like having your tail strike getting stuck in the air molecules.

    that's the difference between me and this killer... I would have looped in circles to continually try to hit over the hay and see where it works and where the hitbox ain't bad (and not down 3 people as a result)

  • no, it's trickster. he's very straight forward in what he is and does.

  • because you are winning you last few matches. so your mmr got some amount higher.


    but mostly, you are paying more attention to it. when you get a hard match but has no pips to lose, you just move on.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542764#Comment_3542764

    Sadako, of course, she is strong, but the design is horrible

    Pyramid Head, still strong, feels bad to play

    Clown rework is 50/50, can't call it good, can't call it bad either

    Legion rework was good

    Trickster rework 50/50, kinda good, but he's still a camping killer

    Trapper rework was good, but yet again, his main problems are not solved

    I personally like sadako. but no point in arguing preferences. (I do not play going for condemns. just for clarity)

    just like no point arguing that I think ph still feels good to play. just didn't really feel a difference. besides the lack of cake, that was a crime.

    what's the bad in clown?

    my boy trapper needs so much... :( . and yet it feels like just a couple things.

    @leviivel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542763#Comment_3542763

    Skull Merchant is probably the original killer that could benefit from voice lines the most. She could have the most perfect ######### talking and cheesy reference lines (since she’s basically a weeb). Like her voice line potential is insane.

    also indeed hoping they focus on her chase more, but then again, i’m also praying they don’t freddy her and all of her old playstyle and kit is gone and she’s just only an anti-loop character.

    the one characer who would unironically say "all according to keikaku" or rather "tudo de acordo com o keikaku"

  • @PotatoPotahto said:

    There were very little good killer reworks so far. So... I don't think chances are on your side.

    ok. we had freddy as a terrible one. literally the worst thing they ever did.

    billy was bad.


    bubba was a great one, so was doctor. hate clown but his reworked bottles are good.


    to me that's a 60/40. what other killers got actual reworks? my memory fails me rn

  • I could ellaborate... but I hope everything can come accross with this...


    7

    Untitled Image


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